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Revision: 1.47
Committed: Tue Dec 19 04:58:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +4 -1 lines
Log Message:
- separate all comamnds into immediate/socket-level and queued/player-level
- clean up player command handling, handle up to 8 commands/tick

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.23 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25 pippijn 1.31 #include <pwd.h>
26 root 1.38 #include <sproto.h>
27 elmex 1.1 #include <sounds.h>
28     #include <living.h>
29     #include <object.h>
30     #include <spells.h>
31     #include <skills.h>
32    
33     #ifdef COZY_SERVER
34     extern int same_party (partylist *a, partylist *b);
35     #endif
36    
37 root 1.18 player *
38     find_player (const char *plname)
39 elmex 1.1 {
40     player *pl;
41 root 1.18
42     for (pl = first_player; pl != NULL; pl = pl->next)
43     {
44     if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 elmex 1.1 return pl;
46 root 1.18 };
47 elmex 1.1 return NULL;
48     }
49    
50 root 1.18 player *
51     find_player_partial_name (const char *plname)
52     {
53     player *pl;
54     player *found = NULL;
55     size_t namelen = strlen (plname);
56    
57     for (pl = first_player; pl != NULL; pl = pl->next)
58 elmex 1.1 {
59 root 1.18 if ((size_t) strlen (pl->ob->name) < namelen)
60     continue;
61 elmex 1.1
62 root 1.18 if (!strcmp (pl->ob->name, plname))
63     return pl;
64 elmex 1.1
65 root 1.18 if (!strncasecmp (pl->ob->name, plname, namelen))
66     {
67     if (found)
68     return NULL;
69 elmex 1.1
70 root 1.18 found = pl;
71 elmex 1.1 }
72     }
73 root 1.18 return found;
74     }
75    
76     void
77     display_motd (const object *op)
78     {
79     char buf[MAX_BUF];
80     char motd[HUGE_BUF];
81     FILE *fp;
82     int comp;
83     int size;
84 elmex 1.1
85 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 root 1.44 return;
88    
89 root 1.18 motd[0] = '\0';
90     size = 0;
91 root 1.44
92 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
93     {
94     if (*buf == '#')
95     continue;
96 root 1.44
97 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
98     size += strlen (buf);
99 elmex 1.1 }
100 root 1.44
101 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102     close_and_delete (fp, comp);
103 elmex 1.1 }
104    
105 root 1.18 void
106     send_rules (const object *op)
107     {
108     char buf[MAX_BUF];
109     char rules[HUGE_BUF];
110     FILE *fp;
111     int comp;
112     int size;
113    
114     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 root 1.44 return;
117    
118 root 1.18 rules[0] = '\0';
119     size = 0;
120 root 1.44
121 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
122     {
123     if (*buf == '#')
124 elmex 1.1 continue;
125 root 1.44
126 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
127     {
128     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 elmex 1.1 break;
130 root 1.18 }
131 root 1.44
132 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
133     size += strlen (buf);
134 elmex 1.1 }
135 root 1.44
136 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137     close_and_delete (fp, comp);
138 elmex 1.1 }
139    
140 root 1.18 void
141     send_news (const object *op)
142     {
143     char buf[MAX_BUF];
144     char news[HUGE_BUF];
145     char subject[MAX_BUF];
146     FILE *fp;
147     int comp;
148     int size;
149    
150     sprintf (buf, "%s/%s", settings.confdir, settings.news);
151     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152     return;
153 root 1.44
154 root 1.18 news[0] = '\0';
155     subject[0] = '\0';
156     size = 0;
157 root 1.44
158 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
159     {
160     if (*buf == '#')
161     continue;
162 root 1.44
163 root 1.18 if (*buf == '%')
164     { /* send one news */
165     if (size > 0)
166     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
167     strcpy (subject, buf + 1);
168     strip_endline (subject);
169     size = 0;
170     news[0] = '\0';
171     }
172     else
173     {
174     if (size + strlen (buf) >= HUGE_BUF)
175     {
176     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 elmex 1.1 break;
178 root 1.18 }
179     strncat (news + size, buf, HUGE_BUF - size);
180     size += strlen (buf);
181     }
182 elmex 1.1 }
183 root 1.18
184     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186     close_and_delete (fp, comp);
187 elmex 1.1 }
188    
189 root 1.18 int
190     playername_ok (const char *cp)
191     {
192     /* Don't allow - or _ as first character in the name */
193     if (*cp == '-' || *cp == '_')
194     return 0;
195 elmex 1.1
196 root 1.18 for (; *cp != '\0'; cp++)
197     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198     return 0;
199 root 1.44
200 root 1.18 return 1;
201 elmex 1.1 }
202    
203     /* This no longer sets the player map. Also, it now updates
204     * all the pointers so the caller doesn't need to do that.
205     * Caller is responsible for setting the correct map.
206     */
207    
208     /* Redo this to do both get_player_ob and get_player.
209     * Hopefully this will be less bugfree and simpler.
210     * Returns the player structure. If 'p' is null,
211     * we create a new one. Otherwise, we recycle
212     * the one that is passed.
213     */
214 root 1.15 static player *
215 root 1.18 get_player (player *p)
216 root 1.15 {
217 root 1.38 object *op = arch_to_object (get_player_archetype (0));
218 root 1.15 int i;
219    
220     /* Clears basically the entire player structure except
221     * for next and socket.
222     */
223 root 1.16 p->clear ();
224 root 1.15
225     /* There are some elements we want initialized to non zero value -
226     * we deal with that below this point.
227     */
228     p->party = NULL;
229 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
230     p->outputs_count = 8; /* Keeps present behaviour */
231 root 1.15 p->unapply = unapply_nochoice;
232     p->Swap_First = -1;
233 elmex 1.1
234     #ifdef AUTOSAVE
235 root 1.15 p->last_save_tick = 9999999;
236 elmex 1.1 #endif
237 root 1.15
238 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239 root 1.15
240 root 1.18 op->contr = p; /* this aren't yet in archetype */
241 root 1.15 p->ob = op;
242     op->speed_left = 0.5;
243     op->speed = 1.0;
244 root 1.18 op->direction = 5; /* So player faces south */
245 root 1.15 op->stats.wc = 2;
246 root 1.18 op->run_away = 25; /* Then we panick... */
247 root 1.15
248 root 1.39 {
249     int oldmon = p->socket->monitor_spells; // what a hack
250     p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251     roll_stats (op);
252     p->socket->monitor_spells = oldmon;
253     }
254 root 1.15 p->state = ST_ROLL_STAT;
255     clear_los (op);
256    
257     p->gen_sp_armour = 10;
258     p->last_speed = -1;
259     p->shoottype = range_none;
260     p->bowtype = bow_normal;
261     p->petmode = pet_normal;
262     p->listening = 10;
263     p->usekeys = containers;
264     p->last_weapon_sp = -1;
265 root 1.18 p->peaceful = 1; /* default peaceful */
266 root 1.15 p->do_los = 1;
267     p->explore = 0;
268    
269 root 1.21 assign (p->title, op->arch->clone.name);
270 root 1.15 op->race = op->arch->clone.race;
271    
272     CLEAR_FLAG (op, FLAG_READY_SKILL);
273    
274     /* we need to clear these to -1 and not zero - otherwise,
275     * if a player quits and starts a new character, we wont
276     * send new values to the client, as things like exp start
277     * at zero.
278     */
279     for (i = 0; i < NUM_SKILLS; i++)
280     {
281     p->last_skill_exp[i] = -1;
282     p->last_skill_ob[i] = NULL;
283     }
284 root 1.38
285 root 1.15 for (i = 0; i < NROFATTACKS; i++)
286 root 1.38 p->last_resist[i] = -1;
287    
288 root 1.15 p->last_stats.exp = -1;
289     p->last_weight = (uint32) - 1;
290    
291 root 1.38 p->socket->update_look = 0;
292     p->socket->look_position = 0;
293    
294 root 1.15 return p;
295 elmex 1.1 }
296    
297     /* This loads the first map an puts the player on it. */
298 root 1.18 static void
299     set_first_map (object *op)
300 elmex 1.1 {
301 root 1.18 strcpy (op->contr->maplevel, first_map_path);
302     op->x = -1;
303     op->y = -1;
304 root 1.46 enter_exit (op, 0);
305 elmex 1.1 }
306    
307     /* Tries to add player on the connection passwd in ns.
308     * All we can really get in this is some settings like host and display
309     * mode.
310     */
311    
312 root 1.18 int
313 root 1.42 add_player (client *ns)
314 root 1.18 {
315 root 1.38 player *p = new player;
316 root 1.18
317 root 1.38 p->socket = ns;
318     ns->pl = p;
319 root 1.26
320 root 1.38 p->next = first_player;
321     first_player = p;
322    
323     p = get_player (p);
324 root 1.26
325 root 1.18 set_first_map (p->ob);
326 elmex 1.1
327 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328     add_friendly_object (p->ob);
329     send_rules (p->ob);
330     send_news (p->ob);
331     display_motd (p->ob);
332     get_name (p->ob);
333 root 1.26
334 root 1.18 return 0;
335 elmex 1.1 }
336    
337     /*
338     * get_player_archetype() return next player archetype from archetype
339     * list. Not very efficient routine, but used only creating new players.
340     * Note: there MUST be at least one player archetype!
341     */
342 root 1.18 archetype *
343     get_player_archetype (archetype *at)
344 elmex 1.1 {
345 root 1.18 archetype *start = at;
346    
347     for (;;)
348     {
349     if (at == NULL || at->next == NULL)
350     at = first_archetype;
351     else
352     at = at->next;
353 root 1.46
354 root 1.18 if (at->clone.type == PLAYER)
355     return at;
356 root 1.46
357 root 1.18 if (at == start)
358     {
359     LOG (llevError, "No Player archetypes\n");
360     exit (-1);
361 root 1.11 }
362 elmex 1.1 }
363     }
364    
365 root 1.18 object *
366     get_nearest_player (object *mon)
367     {
368     object *op = NULL;
369     player *pl = NULL;
370     objectlink *ol;
371     unsigned lastdist;
372     rv_vector rv;
373    
374     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
375     {
376     /* We should not find free objects on this friendly list, but it
377     * does periodically happen. Given that, lets deal with it.
378     * While unlikely, it is possible the next object on the friendly
379     * list is also free, so encapsulate this in a while loop.
380     */
381     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382     {
383     object *tmp = ol->ob;
384    
385     /* Can't do much more other than log the fact, because the object
386     * itself will have been cleared.
387     */
388     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389     ol = ol->next;
390     remove_friendly_object (tmp);
391     if (!ol)
392     return op;
393     }
394 root 1.11
395 root 1.18 /* Remove special check for player from this. First, it looks to cause
396     * some crashes (ol->ob->contr not set properly?), but secondly, a more
397     * complicated method of state checking would be needed in any case -
398     * as it was, a clever player could type quit, and the function would
399     * skip them over while waiting for confirmation. Remove
400     * on_same_map check, as can_detect_enemy also does this
401     */
402     if (!can_detect_enemy (mon, ol->ob, &rv))
403     continue;
404 root 1.11
405 root 1.18 if (lastdist > rv.distance)
406     {
407     op = ol->ob;
408     lastdist = rv.distance;
409 root 1.11 }
410 elmex 1.1 }
411 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
412     {
413     if (can_detect_enemy (mon, pl->ob, &rv))
414     {
415 elmex 1.1
416 root 1.18 if (lastdist > rv.distance)
417     {
418     op = pl->ob;
419     lastdist = rv.distance;
420 root 1.11 }
421     }
422 elmex 1.1 }
423     #if 0
424 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425 elmex 1.1 #endif
426 root 1.18 return op;
427 elmex 1.1 }
428    
429     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
430     * result in a monster paths backtracking. It basically determines how large a
431     * detour a monster will take from the direction path when looking
432     * for a path to the player. The values are in the amount of direction
433     * the deviation is
434     */
435     #define DETOUR_AMOUNT 2
436    
437     /* This is used to prevent infinite loops. Consider a case where the
438     * player is in a chamber (with gate closed), and monsters are outside.
439     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
440     * find a path into the chamber. This is a good thing, but since there
441     * is no real path, it will just keep circling the chamber for
442     * ever (this could be a nice effect for monsters, but not for the function
443     * to get stuck in. I think for the monsters, if max is reached and
444     * we return the first direction the creature could move would result in the
445     * circling behaviour. Unfortunately, this function is also used to determined
446     * if the creature should cast a spell, so returning a direction in that case
447     * is probably not a good thing.
448     */
449     #define MAX_SPACES 50
450    
451    
452     /*
453     * Returns the direction to the player, if valid. Returns 0 otherwise.
454     * modified to verify there is a path to the player. Does this by stepping towards
455     * player and if path is blocked then see if blockage is close enough to player that
456     * direction to player is changed (ie zig or zag). Continue zig zag until either
457     * reach player or path is blocked. Thus, will only return true if there is a free
458     * path to player. Though path may not be a straight line. Note that it will find
459     * player hiding along a corridor at right angles to the corridor with the monster.
460     *
461     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
462     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
463     * down corriders.
464     * 2) I think the old code was broken if the first direction the monster
465     * should move was blocked - the code would store the first direction without
466     * verifying that the player can actually move in that direction. The new
467     * code does not store anything in firstdir until we have verified that the
468     * monster can in fact move one space in that direction.
469     * 3) I'm not sure how good this code will be for moving multipart monsters,
470     * since only simple checks to blocked are being called, which could mean the monster
471     * is blocking itself.
472     */
473 root 1.18 int
474     path_to_player (object *mon, object *pl, unsigned mindiff)
475     {
476     rv_vector rv;
477     sint16 x, y;
478     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
479 root 1.25 maptile *m, *lastmap;
480 root 1.18
481     get_rangevector (mon, pl, &rv, 0);
482    
483     if (rv.distance < mindiff)
484     return 0;
485    
486     x = mon->x;
487     y = mon->y;
488     m = mon->map;
489     dir = rv.direction;
490     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
492     /* If we can't solve it within the search distance, return now. */
493     if (diff > max)
494     return 0;
495     while (diff > 1 && max > 0)
496     {
497     lastx = x;
498     lasty = y;
499     lastmap = m;
500     x = lastx + freearr_x[dir];
501     y = lasty + freearr_y[dir];
502    
503     mflags = get_map_flags (m, &m, x, y, &x, &y);
504     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505    
506     /* Space is blocked - try changing direction a little */
507     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
508     && (m == mon->map && blocked_link (mon, m, x, y))))
509     {
510     /* recalculate direction from last good location. Possible
511     * we were not traversing ideal location before.
512     */
513     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
514     if (rv.direction != dir)
515     {
516     /* OK - says direction should be different - lets reset the
517     * the values so it will try again.
518     */
519     x = lastx;
520     y = lasty;
521     m = lastmap;
522     dir = firstdir = rv.direction;
523     }
524     else
525     {
526     /* direct path is blocked - try taking a side step to
527     * either the left or right.
528     * Note increase the values in the loop below to be
529     * more than -1/1 respectively will mean the monster takes
530     * bigger detour. Have to be careful about these values getting
531     * too big (3 or maybe 4 or higher) as the monster may just try
532     * stepping back and forth
533     */
534     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535     {
536     if (i == 0)
537     continue; /* already did this, so skip it */
538     /* Use lastdir here - otherwise,
539     * since the direction that the creature should move in
540     * may change, you could get infinite loops.
541     * ie, player is northwest, but monster can only
542     * move west, so it does that. It goes some distance,
543     * gets blocked, finds that it should move north,
544     * can't do that, but now finds it can move east, and
545     * gets back to its original point. lastdir contains
546     * the last direction the creature has successfully
547     * moved.
548     */
549    
550     x = lastx + freearr_x[absdir (lastdir + i)];
551     y = lasty + freearr_y[absdir (lastdir + i)];
552     m = lastmap;
553     mflags = get_map_flags (m, &m, x, y, &x, &y);
554     if (mflags & P_OUT_OF_MAP)
555     continue;
556     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
557     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558     continue;
559     if (mflags & P_BLOCKSVIEW)
560     continue;
561    
562     if (m == mon->map && blocked_link (mon, m, x, y))
563     break;
564     }
565     /* go through entire loop without finding a valid
566     * sidestep to take - thus, no valid path.
567     */
568     if (i == (DETOUR_AMOUNT + 1))
569     return 0;
570     diff--;
571     lastdir = dir;
572     max--;
573     if (!firstdir)
574     firstdir = dir + i;
575     } /* else check alternate directions */
576     } /* if blocked */
577     else
578     {
579     /* we moved towards creature, so diff is less */
580     diff--;
581     max--;
582     lastdir = dir;
583     if (!firstdir)
584     firstdir = dir;
585     }
586     if (diff <= 1)
587     {
588     /* Recalculate diff (distance) because we may not have actually
589     * headed toward player for entire distance.
590     */
591     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
593     }
594     if (diff > max)
595     return 0;
596     }
597     /* If we reached the max, didn't find a direction in time */
598     if (!max)
599     return 0;
600    
601     return firstdir;
602     }
603    
604     void
605     give_initial_items (object *pl, treasurelist * items)
606     {
607     object *op, *next = NULL;
608    
609     if (pl->randomitems != NULL)
610     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611    
612     for (op = pl->inv; op; op = next)
613     {
614     next = op->below;
615    
616     /* Forces get applied per default, unless they have the
617     * flag "neutral" set. Sorry but I can't think of a better way
618     */
619     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
620     SET_FLAG (op, FLAG_APPLIED);
621    
622     /* we never give weapons/armour if these cannot be used
623     * by this player due to race restrictions
624     */
625     if (pl->type == PLAYER)
626     {
627     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
628     (op->type == ARMOUR || op->type == BOOTS ||
629     op->type == CLOAK || op->type == HELMET ||
630     op->type == SHIELD || op->type == GLOVES ||
631     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
632     {
633 root 1.33 op->destroy ();
634 root 1.18 continue;
635     }
636 root 1.11 }
637    
638 root 1.18 /* This really needs to be better - we should really give
639     * a substitute spellbook. The problem is that we don't really
640     * have a good idea what to replace it with (need something like
641     * a first level treasurelist for each skill.)
642     * remove duplicate skills also
643     */
644     if (op->type == SPELLBOOK || op->type == SKILL)
645     {
646     object *tmp;
647 elmex 1.1
648 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
649     if (tmp->type == op->type && tmp->name == op->name)
650     break;
651 root 1.11
652 root 1.18 if (tmp)
653     {
654 root 1.33 op->destroy ();
655 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
656     continue;
657 root 1.11 }
658 root 1.33
659 root 1.18 if (op->nrof > 1)
660     op->nrof = 1;
661 root 1.11 }
662 elmex 1.1
663 root 1.18 if (op->type == SPELLBOOK && op->inv)
664     {
665     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 root 1.11 }
667    
668 root 1.18 /* Give starting characters identified, uncursed, and undamned
669     * items. Just don't identify gold or silver, or it won't be
670     * merged properly.
671     */
672     if (need_identify (op))
673     {
674     SET_FLAG (op, FLAG_IDENTIFIED);
675     CLEAR_FLAG (op, FLAG_CURSED);
676     CLEAR_FLAG (op, FLAG_DAMNED);
677     }
678     if (op->type == SPELL)
679     {
680 root 1.33 op->destroy ();
681 root 1.18 continue;
682     }
683     else if (op->type == SKILL)
684     {
685     SET_FLAG (op, FLAG_CAN_USE_SKILL);
686     op->stats.exp = 0;
687     op->level = 1;
688 root 1.11 }
689 root 1.18 /* lock all 'normal items by default */
690     else
691     SET_FLAG (op, FLAG_INV_LOCKED);
692     } /* for loop of objects in player inv */
693    
694     /* Need to set up the skill pointers */
695     link_player_skills (pl);
696     }
697    
698     void
699     get_name (object *op)
700     {
701     op->contr->write_buf[0] = '\0';
702     op->contr->state = ST_GET_NAME;
703 root 1.38 send_query (op->contr->socket, 0, "What is your name?\n:");
704 root 1.18 }
705    
706     void
707     get_password (object *op)
708     {
709     op->contr->write_buf[0] = '\0';
710     op->contr->state = ST_GET_PASSWORD;
711 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712 root 1.18 }
713    
714     void
715     play_again (object *op)
716     {
717     op->contr->state = ST_PLAY_AGAIN;
718     op->chosen_skill = NULL;
719 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 root 1.18 /* a bit of a hack, but there are various places early in th
721     * player creation process that a user can quit (eg, roll
722     * stats) that isn't removing the player. Taking a quick
723     * look, there are many places that call play_again without
724     * removing the player - it probably makes more sense
725     * to leave it to play_again to remove the object in all
726     * cases.
727     */
728     if (!QUERY_FLAG (op, FLAG_REMOVED))
729 root 1.32 op->remove ();
730 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
731     * and draw() doesn't check to see if the player is removed, only if
732     * the map is null or not swapped out.
733     */
734     op->map = NULL;
735     }
736    
737     int
738     receive_play_again (object *op, char key)
739     {
740     if (key == 'q' || key == 'Q')
741     {
742     remove_friendly_object (op);
743     leave (op->contr, 0); /* ericserver will draw the message */
744     return 2;
745     }
746     else if (key == 'a' || key == 'A')
747     {
748     player *pl = op->contr;
749     shstr name = op->name;
750    
751 root 1.19 op->contr = 0;
752     op->type = 0;
753 root 1.27 op->destroy (1);
754 root 1.18 pl = get_player (pl);
755     op = pl->ob;
756     add_friendly_object (op);
757     op->contr->password[0] = '~';
758     op->name = op->name_pl = 0;
759     /* Lets put a space in here */
760     new_draw_info (NDI_UNIQUE, 0, op, "\n");
761     get_name (op);
762     op->name = op->name_pl = name;
763     set_first_map (op);
764     }
765     else
766 root 1.19 /* user pressed something else so just ask again... */
767     play_again (op);
768    
769 root 1.18 return 0;
770 elmex 1.1 }
771    
772 root 1.18 void
773     confirm_password (object *op)
774     {
775 elmex 1.1
776 root 1.18 op->contr->write_buf[0] = '\0';
777     op->contr->state = ST_CONFIRM_PASSWORD;
778 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779 elmex 1.1 }
780    
781 root 1.18 void
782     get_party_password (object *op, partylist *party)
783     {
784     if (party == NULL)
785     {
786     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787     return;
788 elmex 1.1 }
789 root 1.18 op->contr->write_buf[0] = '\0';
790     op->contr->state = ST_GET_PARTY_PASSWORD;
791     op->contr->party_to_join = party;
792 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793 elmex 1.1 }
794    
795    
796     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797 root 1.18 int
798     roll_stat (void)
799     {
800     int a[4], i, j, k;
801    
802     for (i = 0; i < 4; i++)
803     a[i] = (int) RANDOM () % 6 + 1;
804    
805     for (i = 0, j = 0, k = 7; i < 4; i++)
806     if (a[i] < k)
807     k = a[i], j = i;
808    
809     for (i = 0, k = 0; i < 4; i++)
810     {
811     if (i != j)
812     k += a[i];
813     }
814     return k;
815     }
816    
817     void
818     roll_stats (object *op)
819     {
820     int sum = 0;
821     int i = 0, j = 0;
822     int statsort[7];
823    
824     do
825     {
826     op->stats.Str = roll_stat ();
827     op->stats.Dex = roll_stat ();
828     op->stats.Int = roll_stat ();
829     op->stats.Con = roll_stat ();
830     op->stats.Wis = roll_stat ();
831     op->stats.Pow = roll_stat ();
832     op->stats.Cha = roll_stat ();
833     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834     }
835     while (sum < 82 || sum > 116);
836    
837     /* Sort the stats so that rerolling is easier... */
838     statsort[0] = op->stats.Str;
839     statsort[1] = op->stats.Dex;
840     statsort[2] = op->stats.Int;
841     statsort[3] = op->stats.Con;
842     statsort[4] = op->stats.Wis;
843     statsort[5] = op->stats.Pow;
844     statsort[6] = op->stats.Cha;
845    
846     /* a quick and dirty bubblesort? */
847     do
848     {
849     if (statsort[i] < statsort[i + 1])
850     {
851     j = statsort[i];
852     statsort[i] = statsort[i + 1];
853     statsort[i + 1] = j;
854     i = 0;
855     }
856     else
857     {
858     i++;
859     }
860     }
861     while (i < 6);
862    
863     op->stats.Str = statsort[0];
864     op->stats.Dex = statsort[1];
865     op->stats.Con = statsort[2];
866     op->stats.Int = statsort[3];
867     op->stats.Wis = statsort[4];
868     op->stats.Pow = statsort[5];
869     op->stats.Cha = statsort[6];
870    
871    
872     op->contr->orig_stats.Str = op->stats.Str;
873     op->contr->orig_stats.Dex = op->stats.Dex;
874     op->contr->orig_stats.Int = op->stats.Int;
875     op->contr->orig_stats.Con = op->stats.Con;
876     op->contr->orig_stats.Wis = op->stats.Wis;
877     op->contr->orig_stats.Pow = op->stats.Pow;
878     op->contr->orig_stats.Cha = op->stats.Cha;
879    
880     op->level = 1;
881     op->stats.exp = 0;
882     op->stats.ac = 0;
883    
884     op->contr->levhp[1] = 9;
885     op->contr->levsp[1] = 6;
886     op->contr->levgrace[1] = 3;
887    
888     fix_player (op);
889     op->stats.hp = op->stats.maxhp;
890     op->stats.sp = op->stats.maxsp;
891     op->stats.grace = op->stats.maxgrace;
892     op->contr->orig_stats = op->stats;
893     }
894    
895     void
896     Roll_Again (object *op)
897     {
898     esrv_new_player (op->contr, 0);
899 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 root 1.18 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901     }
902 elmex 1.1
903 root 1.18 void
904     Swap_Stat (object *op, int Swap_Second)
905     {
906     signed char tmp;
907     char buf[MAX_BUF];
908 elmex 1.1
909 root 1.18 if (op->contr->Swap_First == -1)
910     {
911     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914     return;
915 elmex 1.1 }
916    
917 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918 elmex 1.1
919 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920 elmex 1.1
921 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922 elmex 1.1
923 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924     new_draw_info (NDI_UNIQUE, 0, op, buf);
925     op->stats.Str = op->contr->orig_stats.Str;
926     op->stats.Dex = op->contr->orig_stats.Dex;
927     op->stats.Con = op->contr->orig_stats.Con;
928     op->stats.Int = op->contr->orig_stats.Int;
929     op->stats.Wis = op->contr->orig_stats.Wis;
930     op->stats.Pow = op->contr->orig_stats.Pow;
931     op->stats.Cha = op->contr->orig_stats.Cha;
932     op->stats.ac = 0;
933    
934     op->level = 1;
935     op->stats.exp = 0;
936     op->stats.ac = 0;
937    
938     op->contr->levhp[1] = 9;
939     op->contr->levsp[1] = 6;
940     op->contr->levgrace[1] = 3;
941    
942     fix_player (op);
943     op->stats.hp = op->stats.maxhp;
944     op->stats.sp = op->stats.maxsp;
945     op->stats.grace = op->stats.maxgrace;
946     op->contr->orig_stats = op->stats;
947     op->contr->Swap_First = -1;
948 elmex 1.1 }
949    
950    
951     /* This code has been greatly reduced, because with set_attr_value
952     * and get_attr_value, the stats can be accessed just numeric
953     * ids. stat_trans is a table that translate the number entered
954     * into the actual stat. It is needed because the order the stats
955     * are displayed in the stat window is not the same as how
956     * the number's access that stat. The table does that translation.
957     */
958 root 1.18 int
959     key_roll_stat (object *op, char key)
960 elmex 1.1 {
961 root 1.18 int keynum = key - '0';
962     char buf[MAX_BUF];
963     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964    
965     if (keynum > 0 && keynum <= 7)
966     {
967     if (op->contr->Swap_First == -1)
968     {
969     op->contr->Swap_First = stat_trans[keynum];
970     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971     new_draw_info (NDI_UNIQUE, 0, op, buf);
972 root 1.11 }
973 root 1.18 else
974     Swap_Stat (op, stat_trans[keynum]);
975 elmex 1.1
976 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 root 1.18 return 1;
978 elmex 1.1 }
979 root 1.18 switch (key)
980     {
981 root 1.20 case 'n':
982     case 'N':
983     {
984     SET_FLAG (op, FLAG_WIZ);
985     if (op->map == NULL)
986     {
987     LOG (llevError, "Map == NULL in state 2\n");
988     break;
989     }
990 elmex 1.1
991     #if 0
992 root 1.20 /* So that enter_exit will put us at startx/starty */
993     op->x = -1;
994 elmex 1.1
995 root 1.20 enter_exit (op, NULL);
996 elmex 1.1 #endif
997 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
998     /* Enter exit adds a player otherwise */
999     add_statbonus (op);
1000 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 root 1.20 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002     op->contr->state = ST_CHANGE_CLASS;
1003     if (op->msg)
1004     new_draw_info (NDI_BLUE, 0, op, op->msg);
1005     return 0;
1006     }
1007     case 'y':
1008     case 'Y':
1009     roll_stats (op);
1010 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 root 1.20 return 1;
1012 root 1.18
1013 root 1.20 case 'q':
1014     case 'Q':
1015     play_again (op);
1016     return 1;
1017 elmex 1.1
1018 root 1.20 default:
1019 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 root 1.20 return 0;
1021 elmex 1.1 }
1022 root 1.18 return 0;
1023 elmex 1.1 }
1024    
1025     /* This function takes the key that is passed, and does the
1026     * appropriate action with it (change race, or other things).
1027     * The function name is for historical reasons - now we have
1028     * separate race and class; this actually changes the RACE,
1029     * not the class.
1030     */
1031    
1032 root 1.18 int
1033     key_change_class (object *op, char key)
1034 elmex 1.1 {
1035 root 1.18 int tmp_loop;
1036 elmex 1.1
1037 root 1.18 if (key == 'q' || key == 'Q')
1038     {
1039 root 1.32 op->remove ();
1040 root 1.18 play_again (op);
1041 elmex 1.1 return 0;
1042     }
1043 root 1.18 if (key == 'd' || key == 'D')
1044     {
1045     char buf[MAX_BUF];
1046 elmex 1.1
1047 root 1.18 /* this must before then initial items are given */
1048     esrv_new_player (op->contr, op->weight + op->carrying);
1049 elmex 1.36
1050     treasurelist *tl = find_treasurelist ("starting_wealth");
1051     if (tl)
1052     create_treasure (tl, op, 0, 0, 0);
1053 elmex 1.1
1054 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1055     INVOKE_PLAYER (LOGIN, op->contr);
1056 elmex 1.1
1057 root 1.18 op->contr->state = ST_PLAYING;
1058 root 1.11
1059 root 1.18 if (op->msg)
1060     op->msg = NULL;
1061 elmex 1.1
1062 root 1.18 /* We create this now because some of the unique maps will need it
1063     * to save here.
1064     */
1065     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066     make_path_to_file (buf);
1067 elmex 1.1
1068     #ifdef AUTOSAVE
1069 root 1.18 op->contr->last_save_tick = pticks;
1070 elmex 1.1 #endif
1071 root 1.18 start_info (op);
1072     CLEAR_FLAG (op, FLAG_WIZ);
1073     give_initial_items (op, op->randomitems);
1074     link_player_skills (op);
1075     esrv_send_inventory (op, op);
1076     fix_player (op);
1077 elmex 1.1
1078 root 1.18 /* This moves the player to a different start map, if there
1079     * is one for this race
1080     */
1081     if (*first_map_ext_path)
1082     {
1083     object *tmp;
1084     char mapname[MAX_BUF];
1085    
1086     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 root 1.33 tmp = object::create ();
1088 root 1.18 EXIT_PATH (tmp) = mapname;
1089     EXIT_X (tmp) = op->x;
1090     EXIT_Y (tmp) = op->y;
1091     enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 elmex 1.1 * if the map isn't there, then stay on the
1093     * default initial map */
1094 root 1.33 tmp->destroy ();
1095 elmex 1.1 }
1096 root 1.18 else
1097 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
1098    
1099 root 1.18 return 0;
1100 elmex 1.1 }
1101    
1102 root 1.18 /* Following actually changes the race - this is the default command
1103     * if we don't match with one of the options above.
1104     */
1105    
1106     tmp_loop = 0;
1107     while (!tmp_loop)
1108     {
1109     shstr name = op->name;
1110     int x = op->x, y = op->y;
1111    
1112     remove_statbonus (op);
1113 root 1.32 op->remove ();
1114 root 1.18 op->arch = get_player_archetype (op->arch);
1115 root 1.33 op->arch->clone.copy_to (op);
1116 root 1.18 op->instantiate ();
1117     op->stats = op->contr->orig_stats;
1118     op->name = op->name_pl = name;
1119     op->x = x;
1120     op->y = y;
1121     SET_ANIMATION (op, 2); /* So player faces south */
1122     insert_ob_in_map (op, op->map, op, 0);
1123 root 1.21 assign (op->contr->title, op->arch->clone.name);
1124 root 1.18 add_statbonus (op);
1125     tmp_loop = allowed_class (op);
1126     }
1127 root 1.19
1128 root 1.18 update_object (op, UP_OBJ_FACE);
1129     esrv_update_item (UPD_FACE, op, op);
1130     fix_player (op);
1131     op->stats.hp = op->stats.maxhp;
1132     op->stats.sp = op->stats.maxsp;
1133     op->stats.grace = 0;
1134 root 1.21
1135 root 1.18 if (op->msg)
1136     new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 root 1.21
1138 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 root 1.18 return 0;
1140 elmex 1.1 }
1141    
1142 root 1.18 int
1143     key_confirm_quit (object *op, char key)
1144 elmex 1.1 {
1145 root 1.18 char buf[MAX_BUF];
1146 elmex 1.1
1147 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148     {
1149     op->contr->state = ST_PLAYING;
1150     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151     return 1;
1152 elmex 1.1 }
1153    
1154 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1155     INVOKE_PLAYER (QUIT, op->contr);
1156 root 1.3
1157 root 1.18 terminate_all_pets (op);
1158     leave_map (op);
1159     op->direction = 0;
1160     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161    
1162     strcpy (op->contr->killer, "quit");
1163     check_score (op);
1164     op->contr->party = NULL;
1165     if (settings.set_title == TRUE)
1166     op->contr->own_title[0] = '\0';
1167    
1168     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169     {
1170 root 1.25 maptile *mp, *next;
1171 root 1.18
1172     /* We need to hunt for any per player unique maps in memory and
1173     * get rid of them. The trailing slash in the path is intentional,
1174     * so that players named 'Ab' won't match against players 'Abe' pathname
1175     */
1176     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177     for (mp = first_map; mp != NULL; mp = next)
1178     {
1179     next = mp->next;
1180     if (!strncmp (mp->path, buf, strlen (buf)))
1181     delete_map (mp);
1182 root 1.11 }
1183 root 1.18
1184     delete_character (op->name, 1);
1185 elmex 1.1 }
1186 root 1.19
1187 root 1.18 play_again (op);
1188     return 1;
1189 elmex 1.1 }
1190    
1191 root 1.18 void
1192     flee_player (object *op)
1193     {
1194     int dir, diff;
1195     rv_vector rv;
1196    
1197     if (op->stats.hp < 0)
1198     {
1199     LOG (llevDebug, "Fleeing player is dead.\n");
1200     CLEAR_FLAG (op, FLAG_SCARED);
1201     return;
1202 elmex 1.1 }
1203    
1204 root 1.18 if (op->enemy == NULL)
1205     {
1206     LOG (llevDebug, "Fleeing player had no enemy.\n");
1207     CLEAR_FLAG (op, FLAG_SCARED);
1208     return;
1209 elmex 1.1 }
1210    
1211 root 1.18 /* Seen some crashes here. Since we don't store an
1212     * op->enemy_count, it is possible that something destroys the
1213     * actual enemy, and the object is recycled.
1214     */
1215     if (op->enemy->map == NULL)
1216     {
1217     CLEAR_FLAG (op, FLAG_SCARED);
1218     op->enemy = NULL;
1219     return;
1220 elmex 1.1 }
1221    
1222 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223     {
1224     op->enemy = NULL;
1225     CLEAR_FLAG (op, FLAG_SCARED);
1226     return;
1227 elmex 1.1 }
1228 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1229    
1230     dir = absdir (4 + rv.direction);
1231     for (diff = 0; diff < 3; diff++)
1232     {
1233     int m = 1 - (RANDOM () & 2);
1234 elmex 1.1
1235 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236     {
1237     return;
1238 root 1.11 }
1239 elmex 1.1 }
1240 root 1.18 /* Cornered, get rid of scared */
1241     CLEAR_FLAG (op, FLAG_SCARED);
1242     op->enemy = NULL;
1243 elmex 1.1 }
1244    
1245    
1246     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1247     * IT returns 1 if the player should keep on moving, 0 if he should
1248     * stop.
1249     */
1250 root 1.18 int
1251     check_pick (object *op)
1252     {
1253 elmex 1.1 object *tmp, *next;
1254     int stop = 0;
1255     int j, k, wvratio;
1256     char putstring[128], tmpstr[16];
1257    
1258     /* if you're flying, you cna't pick up anything */
1259     if (op->move_type & MOVE_FLYING)
1260     return 1;
1261    
1262     next = op->below;
1263    
1264     /* loop while there are items on the floor that are not marked as
1265     * destroyed */
1266 root 1.24 while (next && !next->destroyed ())
1267 root 1.18 {
1268     tmp = next;
1269     next = tmp->below;
1270 elmex 1.1
1271 root 1.24 if (op->destroyed ())
1272 elmex 1.1 return 0;
1273    
1274 root 1.18 if (!can_pick (op, tmp))
1275     continue;
1276 elmex 1.1
1277 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278     {
1279     if (item_matched_string (op, tmp, op->contr->search_str))
1280     pick_up (op, tmp);
1281     continue;
1282 root 1.11 }
1283    
1284 root 1.18 /* high not bit set? We're using the old autopickup model */
1285     if (!(op->contr->mode & PU_NEWMODE))
1286 root 1.11 {
1287 root 1.18 switch (op->contr->mode)
1288 root 1.11 {
1289 root 1.20 case 0:
1290     return 1; /* don't pick up */
1291     case 1:
1292     pick_up (op, tmp);
1293     return 1;
1294     case 2:
1295     pick_up (op, tmp);
1296     return 0;
1297     case 3:
1298     return 0; /* stop before pickup */
1299     case 4:
1300     pick_up (op, tmp);
1301     break;
1302     case 5:
1303     pick_up (op, tmp);
1304     stop = 1;
1305     break;
1306     case 6:
1307     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 root 1.18 pick_up (op, tmp);
1309 root 1.20 break;
1310    
1311     case 7:
1312     if (tmp->type == MONEY || tmp->type == GEM)
1313 root 1.18 pick_up (op, tmp);
1314 root 1.20 break;
1315    
1316     default:
1317     /* use value density */
1318     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 root 1.18 pick_up (op, tmp);
1321 root 1.11 }
1322     }
1323 root 1.18 else
1324     { /* old model */
1325     /* NEW pickup handling */
1326     if (op->contr->mode & PU_DEBUG)
1327     {
1328     /* some debugging code to figure out item information */
1329     if (tmp->name != NULL)
1330     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332     else
1333     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1335     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336    
1337     sprintf (putstring, "...flags: ");
1338     for (k = 0; k < 4; k++)
1339     {
1340     for (j = 0; j < 32; j++)
1341     {
1342     if ((tmp->flags[k] >> j) & 0x01)
1343     {
1344     sprintf (tmpstr, "%d ", k * 32 + j);
1345     strcat (putstring, tmpstr);
1346     }
1347     }
1348     }
1349     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350 elmex 1.1
1351     #if 0
1352 root 1.18 /* print the flags too */
1353     for (k = 0; k < 4; k++)
1354     {
1355     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356     for (j = 0; j < 32; j++)
1357     {
1358     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359     if (!((j + 1) % 4))
1360     fprintf (stderr, " ");
1361     }
1362     fprintf (stderr, " [%d]\n", k * 32);
1363     }
1364 elmex 1.1 #endif
1365 root 1.18 }
1366     /* philosophy:
1367     * It's easy to grab an item type from a pile, as long as it's
1368     * generic. This takes no game-time. For more detailed pickups
1369     * and selections, select-items shoul dbe used. This is a
1370     * grab-as-you-run type mode that's really useful for arrows for
1371     * example.
1372     * The drawback: right now it has no frontend, so you need to
1373     * stick the bits you want into a calculator in hex mode and then
1374     * convert to decimal and then 'pickup <#>
1375     */
1376    
1377     /* the first two modes are exclusive: if NOTHING we return, if
1378     * STOP then we stop. All the rest are applied sequentially,
1379     * meaning if any test passes, the item gets picked up. */
1380    
1381     /* if mode is set to pick nothing up, return */
1382    
1383     if (op->contr->mode & PU_NOTHING)
1384     return 1;
1385    
1386     /* if mode is set to stop when encountering objects, return */
1387     /* take STOP before INHIBIT since it doesn't actually pick
1388     * anything up */
1389    
1390     if (op->contr->mode & PU_STOP)
1391     return 0;
1392    
1393     /* useful for going into stores and not losing your settings... */
1394     /* and for battles wher you don't want to get loaded down while
1395     * fighting */
1396     if (op->contr->mode & PU_INHIBIT)
1397     return 1;
1398    
1399     /* prevent us from turning into auto-thieves :) */
1400     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401     continue;
1402    
1403     /* ignore known cursed objects */
1404     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1405     continue;
1406    
1407     /* all food and drink if desired */
1408     /* question: don't pick up known-poisonous stuff? */
1409     if (op->contr->mode & PU_FOOD)
1410     if (tmp->type == FOOD)
1411     {
1412     pick_up (op, tmp);
1413     continue;
1414     }
1415 root 1.29
1416 root 1.18 if (op->contr->mode & PU_DRINK)
1417     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1418     {
1419     pick_up (op, tmp);
1420     continue;
1421     }
1422    
1423     if (op->contr->mode & PU_POTION)
1424     if (tmp->type == POTION)
1425     {
1426     pick_up (op, tmp);
1427     continue;
1428     }
1429    
1430     /* spellbooks, skillscrolls and normal books/scrolls */
1431     if (op->contr->mode & PU_SPELLBOOK)
1432     if (tmp->type == SPELLBOOK)
1433     {
1434     pick_up (op, tmp);
1435     continue;
1436     }
1437 root 1.29
1438 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1439     if (tmp->type == SKILLSCROLL)
1440     {
1441     pick_up (op, tmp);
1442     continue;
1443     }
1444 root 1.29
1445 root 1.18 if (op->contr->mode & PU_READABLES)
1446     if (tmp->type == BOOK || tmp->type == SCROLL)
1447     {
1448     pick_up (op, tmp);
1449     continue;
1450     }
1451    
1452     /* wands/staves/rods/horns */
1453     if (op->contr->mode & PU_MAGIC_DEVICE)
1454     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455     {
1456     pick_up (op, tmp);
1457     continue;
1458     }
1459    
1460     /* pick up all magical items */
1461     if (op->contr->mode & PU_MAGICAL)
1462     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1463     {
1464     pick_up (op, tmp);
1465     continue;
1466     }
1467    
1468     if (op->contr->mode & PU_VALUABLES)
1469     {
1470     if (tmp->type == MONEY || tmp->type == GEM)
1471     {
1472     pick_up (op, tmp);
1473     continue;
1474     }
1475     }
1476    
1477     /* rings & amulets - talismans seems to be typed AMULET */
1478     if (op->contr->mode & PU_JEWELS)
1479     if (tmp->type == RING || tmp->type == AMULET)
1480     {
1481     pick_up (op, tmp);
1482 root 1.29 continue;
1483     }
1484    
1485     /* we don't forget dragon food */
1486     if (op->contr->mode & PU_FLESH)
1487     if (tmp->type == FLESH)
1488     {
1489     pick_up (op, tmp);
1490 root 1.18 continue;
1491     }
1492    
1493     /* bows and arrows. Bows are good for selling! */
1494     if (op->contr->mode & PU_BOW)
1495     if (tmp->type == BOW)
1496     {
1497     pick_up (op, tmp);
1498     continue;
1499     }
1500 root 1.29
1501 root 1.18 if (op->contr->mode & PU_ARROW)
1502     if (tmp->type == ARROW)
1503     {
1504     pick_up (op, tmp);
1505     continue;
1506     }
1507    
1508     /* all kinds of armor etc. */
1509     if (op->contr->mode & PU_ARMOUR)
1510     if (tmp->type == ARMOUR)
1511     {
1512     pick_up (op, tmp);
1513     continue;
1514     }
1515 root 1.29
1516 root 1.18 if (op->contr->mode & PU_HELMET)
1517     if (tmp->type == HELMET)
1518     {
1519     pick_up (op, tmp);
1520     continue;
1521     }
1522 root 1.29
1523 root 1.18 if (op->contr->mode & PU_SHIELD)
1524     if (tmp->type == SHIELD)
1525     {
1526     pick_up (op, tmp);
1527     continue;
1528     }
1529 root 1.29
1530 root 1.18 if (op->contr->mode & PU_BOOTS)
1531     if (tmp->type == BOOTS)
1532     {
1533     pick_up (op, tmp);
1534     continue;
1535     }
1536 root 1.29
1537 root 1.18 if (op->contr->mode & PU_GLOVES)
1538     if (tmp->type == GLOVES)
1539     {
1540     pick_up (op, tmp);
1541     continue;
1542     }
1543 root 1.29
1544 root 1.18 if (op->contr->mode & PU_CLOAK)
1545     if (tmp->type == CLOAK)
1546     {
1547     pick_up (op, tmp);
1548     continue;
1549     }
1550 elmex 1.1
1551 root 1.18 /* hoping to catch throwing daggers here */
1552     if (op->contr->mode & PU_MISSILEWEAPON)
1553     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554     {
1555     pick_up (op, tmp);
1556     continue;
1557     }
1558 elmex 1.1
1559 root 1.18 /* careful: chairs and tables are weapons! */
1560     if (op->contr->mode & PU_ALLWEAPON)
1561     {
1562     if (tmp->type == WEAPON && tmp->name != NULL)
1563     {
1564     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566     {
1567     pick_up (op, tmp);
1568     continue;
1569     }
1570     }
1571 root 1.29
1572 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1573     {
1574     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575     {
1576     pick_up (op, tmp);
1577     continue;
1578     }
1579     }
1580     }
1581 elmex 1.1
1582 root 1.18 /* misc stuff that's useful */
1583     if (op->contr->mode & PU_KEY)
1584     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585     {
1586     pick_up (op, tmp);
1587     continue;
1588     }
1589 elmex 1.1
1590 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1591     * pickups */
1592     if (op->contr->mode & PU_RATIO)
1593     {
1594     /* use value density to decide what else to grab */
1595     /* >=7 was >= op->contr->mode */
1596     /* >=7 is the old standard setting. Now we take the last 4 bits
1597     * and multiply them by 5, giving 0..15*5== 5..75 */
1598     wvratio = (op->contr->mode & PU_RATIO) * 5;
1599     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600     {
1601     pick_up (op, tmp);
1602 elmex 1.1 #if 0
1603 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604     if (tmp->name != NULL)
1605     {
1606     fprintf (stderr, "%s", tmp->name);
1607     }
1608     else
1609     fprintf (stderr, "%s", tmp->arch->name);
1610     fprintf (stderr, ",%d] = ", tmp->type);
1611     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612 elmex 1.1 #endif
1613 root 1.18 continue;
1614     }
1615     }
1616     } /* the new pickup model */
1617     }
1618 root 1.29
1619 root 1.18 return !stop;
1620 elmex 1.1 }
1621    
1622     /*
1623     * Find an arrow in the inventory and after that
1624     * in the right type container (quiver). Pointer to the
1625     * found object is returned.
1626     */
1627 root 1.18 object *
1628     find_arrow (object *op, const char *type)
1629 elmex 1.1 {
1630 root 1.18 object *tmp = NULL;
1631 elmex 1.1
1632 root 1.18 for (op = op->inv; op; op = op->below)
1633     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634     tmp = find_arrow (op, type);
1635     else if (op->type == ARROW && op->race == type)
1636     return op;
1637     return tmp;
1638 elmex 1.1 }
1639    
1640     /*
1641     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642     * against the target. A full test is not performed, simply a basic test
1643     * of resistances. The archer is making a quick guess at what he sees down
1644     * the hall. Failing that it does it's best to pick the highest plus arrow.
1645     */
1646    
1647 root 1.18 object *
1648     find_better_arrow (object *op, object *target, const char *type, int *better)
1649 elmex 1.1 {
1650 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1651     int attacknum, attacktype, betterby = 0, i;
1652 elmex 1.1
1653 root 1.18 if (!type)
1654     return NULL;
1655 elmex 1.1
1656 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1657     {
1658     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1659     {
1660     i = 0;
1661     ntmp = find_better_arrow (arrow, target, type, &i);
1662     if (i > betterby)
1663     {
1664     tmp = ntmp;
1665     betterby = i;
1666     }
1667     }
1668     else if (arrow->type == ARROW && arrow->race == type)
1669     {
1670     /* allways prefer assasination/slaying */
1671     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1672     {
1673     if (arrow->attacktype & AT_DEATH)
1674     {
1675     *better = 100;
1676     return arrow;
1677     }
1678     else
1679     {
1680     tmp = arrow;
1681     betterby = (arrow->magic + arrow->stats.dam) * 2;
1682     }
1683     }
1684     else
1685     {
1686     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687     {
1688     attacktype = 1 << attacknum;
1689     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1690     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1691     {
1692     tmp = arrow;
1693     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1694     }
1695 root 1.11 }
1696 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697     {
1698     tmp = arrow;
1699     betterby = 2 + arrow->magic + arrow->stats.dam;
1700 root 1.11 }
1701 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702     {
1703     tmp = arrow;
1704     betterby = 1 + arrow->magic + arrow->stats.dam;
1705 root 1.11 }
1706     }
1707     }
1708 elmex 1.1 }
1709 root 1.18 if (tmp == NULL && arrow == NULL)
1710     return find_arrow (op, type);
1711 elmex 1.1
1712 root 1.18 *better = betterby;
1713     return tmp;
1714 elmex 1.1 }
1715    
1716     /* looks in a given direction, finds the first valid target, and calls
1717     * find_better_arrow to find a decent arrow to use.
1718     * op = the shooter
1719     * type = bow->race
1720     * dir = fire direction
1721     */
1722    
1723 root 1.18 object *
1724     pick_arrow_target (object *op, const char *type, int dir)
1725 elmex 1.1 {
1726 root 1.18 object *tmp = NULL;
1727 root 1.25 maptile *m;
1728 root 1.18 int i, mflags, found, number;
1729     sint16 x, y;
1730    
1731     if (op->map == NULL)
1732     return find_arrow (op, type);
1733    
1734     /* do a dex check */
1735     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1736     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1737     return find_arrow (op, type);
1738    
1739     m = op->map;
1740     x = op->x;
1741     y = op->y;
1742    
1743     /* find the first target */
1744     for (i = 0, found = 0; i < 20; i++)
1745     {
1746     x += freearr_x[dir];
1747     y += freearr_y[dir];
1748     mflags = get_map_flags (m, &m, x, y, &x, &y);
1749     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750     {
1751     tmp = NULL;
1752     break;
1753     }
1754     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755     {
1756     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757     * perhaps a bad assumption.
1758     */
1759     tmp = NULL;
1760     break;
1761 root 1.11 }
1762 root 1.18 if (mflags & P_IS_ALIVE)
1763     {
1764     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1765     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1766     {
1767     found++;
1768 root 1.11 break;
1769 root 1.18 }
1770     if (found)
1771     break;
1772 root 1.11 }
1773 elmex 1.1 }
1774 root 1.18 if (tmp == NULL)
1775     return find_arrow (op, type);
1776 elmex 1.1
1777 root 1.18 if (tmp->head)
1778     tmp = tmp->head;
1779 elmex 1.1
1780 root 1.18 return find_better_arrow (op, tmp, type, &i);
1781 elmex 1.1 }
1782    
1783     /*
1784     * Creature fires a bow - op can be monster or player. Returns
1785     * 1 if bow was actually fired, 0 otherwise.
1786     * op is the object firing the bow.
1787     * part is for multipart creatures - the part firing the bow.
1788     * dir is the direction of fire.
1789     * wc_mod is any special modifier to give (used in special player fire modes)
1790     * sx, sy are coordinates to fire arrow from - also used in some of the special
1791     * player fire modes.
1792     */
1793 root 1.18 int
1794     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795 elmex 1.1 {
1796 root 1.18 object *left, *bow;
1797     int bowspeed, mflags;
1798 root 1.25 maptile *m;
1799 elmex 1.1
1800 root 1.18 if (!dir)
1801     {
1802     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803     return 0;
1804 elmex 1.1 }
1805 root 1.18 if (op->type == PLAYER)
1806     bow = op->contr->ranges[range_bow];
1807     else
1808     {
1809     for (bow = op->inv; bow; bow = bow->below)
1810     /* Don't check for applied - monsters don't apply bows - in that way, they
1811     * don't need to switch back and forth between bows and weapons.
1812     */
1813     if (bow->type == BOW)
1814     break;
1815 root 1.11
1816 root 1.18 if (!bow)
1817     {
1818     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819     return 0;
1820 root 1.11 }
1821 elmex 1.1 }
1822 root 1.18 if (!bow->race || !bow->skill)
1823     {
1824     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1825     return 0;
1826 elmex 1.1 }
1827    
1828 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 elmex 1.1
1830 root 1.18 /* penalize ROF for bestarrow */
1831     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1833     if (bowspeed < 1)
1834     bowspeed = 1;
1835    
1836     if (arrow == NULL)
1837     {
1838     if ((arrow = find_arrow (op, bow->race)) == NULL)
1839     {
1840     if (op->type == PLAYER)
1841     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1842     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1843     else
1844     CLEAR_FLAG (op, FLAG_READY_BOW);
1845     return 0;
1846 root 1.11 }
1847 elmex 1.1 }
1848 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849     if (mflags & P_OUT_OF_MAP)
1850     {
1851     return 0;
1852     }
1853     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854     {
1855     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1856     return 0;
1857     }
1858    
1859     /* this should not happen, but sometimes does */
1860     if (arrow->nrof == 0)
1861     {
1862 root 1.33 arrow->destroy ();
1863 root 1.18 return 0;
1864     }
1865    
1866     left = arrow; /* these are arrows left to the player */
1867     arrow = get_split_ob (arrow, 1);
1868     if (arrow == NULL)
1869     {
1870     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1871     return 0;
1872 elmex 1.1 }
1873 root 1.34 arrow->set_owner (op);
1874 root 1.18 arrow->skill = bow->skill;
1875    
1876     arrow->direction = dir;
1877     arrow->x = sx;
1878     arrow->y = sy;
1879    
1880     if (op->type == PLAYER)
1881     {
1882     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883     fix_player (op);
1884 elmex 1.1 }
1885    
1886 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1887     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888     arrow->stats.hp = arrow->stats.dam;
1889     arrow->stats.grace = arrow->attacktype;
1890     if (arrow->slaying != NULL)
1891 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1892 root 1.18
1893     /* Note that this was different for monsters - they got their level
1894     * added to the damage. I think the strength bonus is more proper.
1895     */
1896    
1897     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1898    
1899     /* update the speed */
1900     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1902    
1903     if (arrow->speed < 1.0)
1904     arrow->speed = 1.0;
1905     update_ob_speed (arrow);
1906     arrow->speed_left = 0;
1907    
1908     if (op->type == PLAYER)
1909     {
1910     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1911     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1912     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1913    
1914     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1915 elmex 1.1 }
1916 root 1.18 else
1917     {
1918     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1919     arrow->level = op->level;
1920 elmex 1.1 }
1921 root 1.24
1922 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1923     arrow->attacktype |= bow->attacktype;
1924 root 1.24
1925 root 1.18 if (bow->slaying != NULL)
1926     arrow->slaying = bow->slaying;
1927    
1928     arrow->map = m;
1929     arrow->move_type = MOVE_FLY_LOW;
1930     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931    
1932     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1933     insert_ob_in_map (arrow, m, op, 0);
1934    
1935 root 1.24 if (!arrow->destroyed ())
1936 root 1.18 move_arrow (arrow);
1937 elmex 1.1
1938 root 1.18 if (op->type == PLAYER)
1939     {
1940 root 1.24 if (left->destroyed ())
1941     esrv_del_item (op->contr, left->count);
1942 root 1.18 else
1943     esrv_send_item (op, left);
1944 elmex 1.1 }
1945 root 1.24
1946 root 1.18 return 1;
1947 elmex 1.1 }
1948    
1949     /* Special fire code for players - this takes into
1950     * account the special fire modes players can have
1951     * but monsters can't. Putting that code here
1952     * makes the fire_bow code much cleaner.
1953     * this function should only be called if 'op' is a player,
1954     * hence the function name.
1955     */
1956 root 1.18 int
1957     player_fire_bow (object *op, int dir)
1958 elmex 1.1 {
1959 root 1.18 int ret = 0, wcmod = 0;
1960    
1961     if (op->contr->bowtype == bow_bestarrow)
1962     {
1963     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1964     }
1965     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1966     {
1967     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968     wcmod = -1;
1969     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1970     }
1971     else if (op->contr->bowtype == bow_threewide)
1972     {
1973     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1974     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1975     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1976     }
1977     else if (op->contr->bowtype == bow_spreadshot)
1978     {
1979     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1981     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1982 elmex 1.1
1983     }
1984 root 1.18 else
1985     {
1986     /* Simple case */
1987     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988     }
1989     return ret;
1990 elmex 1.1 }
1991    
1992    
1993     /* Fires a misc (wand/rod/horn) object in 'dir'.
1994     * Broken apart from 'fire' to keep it more readable.
1995     */
1996 root 1.18 void
1997     fire_misc_object (object *op, int dir)
1998 elmex 1.1 {
1999 root 1.18 object *item;
2000 elmex 1.1
2001 root 1.18 if (!op->contr->ranges[range_misc])
2002     {
2003     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2004     return;
2005 elmex 1.1 }
2006    
2007 root 1.18 item = op->contr->ranges[range_misc];
2008     if (!item->inv)
2009     {
2010     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2011     return;
2012 elmex 1.1 }
2013 root 1.18 if (item->type == WAND)
2014     {
2015     if (item->stats.food <= 0)
2016     {
2017     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2018     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2019     return;
2020 root 1.11 }
2021 root 1.18 }
2022     else if (item->type == ROD || item->type == HORN)
2023     {
2024     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2025     {
2026     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2027     if (item->type == ROD)
2028     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2029     else
2030     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2031     return;
2032 root 1.11 }
2033 elmex 1.1 }
2034    
2035 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2036     {
2037     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2038     if (item->type == WAND)
2039     {
2040     if (!(--item->stats.food))
2041     {
2042     object *tmp;
2043    
2044     if (item->arch)
2045     {
2046     CLEAR_FLAG (item, FLAG_ANIMATE);
2047     item->face = item->arch->clone.face;
2048     item->speed = 0;
2049     update_ob_speed (item);
2050 root 1.11 }
2051 root 1.18 if ((tmp = is_player_inv (item)))
2052     esrv_update_item (UPD_ANIM, tmp, item);
2053 root 1.11 }
2054     }
2055 root 1.18 else if (item->type == ROD || item->type == HORN)
2056     {
2057     drain_rod_charge (item);
2058 root 1.11 }
2059 elmex 1.1 }
2060     }
2061    
2062     /* Received a fire command for the player - go and do it.
2063     */
2064 root 1.18 void
2065     fire (object *op, int dir)
2066     {
2067     int spellcost = 0;
2068 elmex 1.1
2069 root 1.18 /* check for loss of invisiblity/hide */
2070     if (action_makes_visible (op))
2071     make_visible (op);
2072 elmex 1.1
2073 root 1.18 switch (op->contr->shoottype)
2074     {
2075 root 1.20 case range_none:
2076     return;
2077 elmex 1.1
2078 root 1.20 case range_bow:
2079     player_fire_bow (op, dir);
2080     return;
2081 elmex 1.1
2082 root 1.20 case range_magic: /* Casting spells */
2083     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2084     return;
2085 elmex 1.1
2086 root 1.20 case range_misc:
2087     fire_misc_object (op, dir);
2088     return;
2089 root 1.11
2090 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2091 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2092 root 1.20 {
2093 root 1.30 op->contr->ranges[range_golem] = 0;
2094 root 1.20 op->contr->shoottype = range_none;
2095     }
2096     else
2097     control_golem (op->contr->ranges[range_golem], dir);
2098     return;
2099 root 1.11
2100 root 1.20 case range_skill:
2101     if (!op->chosen_skill)
2102     {
2103     if (op->type == PLAYER)
2104     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2105     return;
2106     }
2107     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2108     return;
2109     case range_builder:
2110     apply_map_builder (op, dir);
2111     return;
2112     default:
2113     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2114     return;
2115 elmex 1.1 }
2116     }
2117    
2118    
2119    
2120     /* find_key
2121     * We try to find a key for the door as passed. If we find a key
2122     * and successfully use it, we return the key, otherwise NULL
2123     * This function merges both normal and locked door, since the logic
2124     * for both is the same - just the specific key is different.
2125     * pl is the player,
2126     * inv is the objects inventory to searched
2127     * door is the door we are trying to match against.
2128     * This function can be called recursively to search containers.
2129     */
2130    
2131 root 1.18 object *
2132     find_key (object *pl, object *container, object *door)
2133 elmex 1.1 {
2134 root 1.18 object *tmp, *key;
2135 elmex 1.1
2136 root 1.18 /* Should not happen, but sanity checking is never bad */
2137     if (container->inv == NULL)
2138     return NULL;
2139 elmex 1.1
2140 root 1.18 /* First, lets try to find a key in the top level inventory */
2141     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2142     {
2143     if (door->type == DOOR && tmp->type == KEY)
2144     break;
2145     /* For sanity, we should really check door type, but other stuff
2146     * (like containers) can be locked with special keys
2147     */
2148     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2149     break;
2150     }
2151     /* No key found - lets search inventories now */
2152     /* If we find and use a key in an inventory, return at that time.
2153     * otherwise, if we search all the inventories and still don't find
2154     * a key, return
2155     */
2156     if (!tmp)
2157     {
2158     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2159     {
2160     /* No reason to search empty containers */
2161     if (tmp->type == CONTAINER && tmp->inv)
2162     {
2163     if ((key = find_key (pl, tmp, door)) != NULL)
2164     return key;
2165     }
2166     }
2167     if (!tmp)
2168     return NULL;
2169 elmex 1.1 }
2170 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2171     * see if we actually want to use it
2172     */
2173     if (pl != container)
2174     {
2175     /* Only let players use keys in containers */
2176     if (!pl->contr)
2177     return NULL;
2178     /* cases where this fails:
2179     * If we only search the player inventory, return now since we
2180     * are not in the players inventory.
2181     * If the container is not active, return now since only active
2182     * containers can be used.
2183     * If we only search keyrings and the container does not have
2184     * a race/isn't a keyring.
2185     * No checking for all containers - to fall through past here,
2186     * inv must have been an container and must have been active.
2187     *
2188     * Change the color so that the message doesn't disappear with
2189     * all the others.
2190     */
2191     if (pl->contr->usekeys == key_inventory ||
2192     !QUERY_FLAG (container, FLAG_APPLIED) ||
2193     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2194     {
2195     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2196     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2197     return NULL;
2198 root 1.11 }
2199 elmex 1.1 }
2200 root 1.18 return tmp;
2201 elmex 1.1 }
2202    
2203     /* moved door processing out of move_player_attack.
2204     * returns 1 if player has opened the door with a key
2205     * such that the caller should not do anything more,
2206     * 0 otherwise
2207     */
2208 root 1.18 static int
2209     player_attack_door (object *op, object *door)
2210 elmex 1.1 {
2211    
2212 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2213     * might as well return immediately as there is nothing more to do -
2214     * otherwise, we fall through to the rest of the code.
2215     */
2216     object *key = find_key (op, op, door);
2217    
2218     /* IF we found a key, do some extra work */
2219     if (key)
2220     {
2221     object *container = key->env;
2222    
2223     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2224     if (action_makes_visible (op))
2225     make_visible (op);
2226     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227     spring_trap (door->inv, op);
2228     if (door->type == DOOR)
2229     {
2230     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2231     }
2232     else if (door->type == LOCKED_DOOR)
2233     {
2234     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2235     remove_door2 (door); /* remove door without violence ;-) */
2236     }
2237     /* Do this after we print the message */
2238     decrease_ob (key); /* Use up one of the keys */
2239     /* Need to update the weight the container the key was in */
2240     if (container != op)
2241     esrv_update_item (UPD_WEIGHT, op, container);
2242     return 1; /* Nothing more to do below */
2243     }
2244     else if (door->type == LOCKED_DOOR)
2245     {
2246     /* Might as well return now - no other way to open this */
2247     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2248     return 1;
2249 elmex 1.1 }
2250 root 1.18 return 0;
2251 elmex 1.1 }
2252    
2253     /* This function is just part of a breakup from move_player.
2254     * It should keep the code cleaner.
2255     * When this is called, the players direction has been updated
2256     * (taking into account confusion.) The player is also actually
2257     * going to try and move (not fire weapons).
2258     */
2259    
2260 root 1.18 void
2261     move_player_attack (object *op, int dir)
2262 elmex 1.1 {
2263 root 1.18 object *tmp, *mon;
2264     sint16 nx, ny;
2265     int on_battleground;
2266 root 1.25 maptile *m;
2267 root 1.18
2268     nx = freearr_x[dir] + op->x;
2269     ny = freearr_y[dir] + op->y;
2270    
2271     on_battleground = op_on_battleground (op, NULL, NULL);
2272    
2273     /* If braced, or can't move to the square, and it is not out of the
2274     * map, attack it. Note order of if statement is important - don't
2275     * want to be calling move_ob if braced, because move_ob will move the
2276     * player. This is a pretty nasty hack, because if we could
2277     * move to some space, it then means that if we are braced, we should
2278     * do nothing at all. As it is, if we are braced, we go through
2279     * quite a bit of processing. However, it probably is less than what
2280     * move_ob uses.
2281     */
2282     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2283     {
2284     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285     {
2286     m = get_map_from_coord (op->map, &nx, &ny);
2287     if (!m)
2288     return; /* Don't think this should happen */
2289     }
2290     else
2291     m = op->map;
2292    
2293     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2294     {
2295     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296     return;
2297 root 1.11 }
2298    
2299 root 1.18 mon = NULL;
2300     /* Go through all the objects, and find ones of interest. Only stop if
2301     * we find a monster - that is something we know we want to attack.
2302     * if its a door or barrel (can roll) see if there may be monsters
2303     * on the space
2304     */
2305     while (tmp != NULL)
2306     {
2307     if (tmp == op)
2308     {
2309     tmp = tmp->above;
2310     continue;
2311 root 1.11 }
2312 root 1.27
2313 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2314     {
2315     mon = tmp;
2316     break;
2317 root 1.11 }
2318 root 1.27
2319 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2320     mon = tmp;
2321 root 1.27
2322 root 1.18 tmp = tmp->above;
2323     }
2324    
2325     if (mon == NULL) /* This happens anytime the player tries to move */
2326     return; /* into a wall */
2327    
2328     if (mon->head != NULL)
2329     mon = mon->head;
2330    
2331     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2332     if (player_attack_door (op, mon))
2333     return;
2334    
2335     /* The following deals with possibly attacking peaceful
2336     * or frienddly creatures. Basically, all players are considered
2337     * unaggressive. If the moving player has peaceful set, then the
2338     * object should be pushed instead of attacked. It is assumed that
2339     * if you are braced, you will not attack friends accidently,
2340     * and thus will not push them.
2341     */
2342 root 1.11
2343 root 1.18 /* If the creature is a pet, push it even if the player is not
2344     * peaceful. Our assumption is the creature is a pet if the
2345     * player owns it and it is either friendly or unagressive.
2346     */
2347     if ((op->type == PLAYER)
2348 elmex 1.1 #if COZY_SERVER
2349 root 1.18 &&
2350 root 1.34 ((mon->owner && mon->owner->contr
2351     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2352 elmex 1.1 #else
2353 root 1.34 && mon->owner == op
2354 elmex 1.1 #endif
2355 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 root 1.11 {
2357 root 1.18 /* If we're braced, we don't want to switch places with it */
2358     if (op->contr->braced)
2359 root 1.11 return;
2360 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2361     (void) push_ob (mon, dir, op);
2362     if (op->contr->tmp_invis || op->hide)
2363     make_visible (op);
2364     return;
2365 root 1.11 }
2366    
2367 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2368     * creatures. Note that if you are braced, you can't push
2369     * someone, but put it inside this loop so that you won't
2370     * attack them either.
2371     */
2372     if ((mon->type == PLAYER || mon->enemy != op) &&
2373     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2374 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2375 root 1.18 (op->contr->peaceful
2376     || (mon->type == PLAYER
2377     && mon->contr->
2378     peaceful)) &&
2379 elmex 1.1 #else
2380 root 1.18 op->contr->peaceful &&
2381 elmex 1.1 #endif
2382 root 1.18 !on_battleground))
2383     {
2384     if (!op->contr->braced)
2385     {
2386     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2387     (void) push_ob (mon, dir, op);
2388     }
2389     else
2390     {
2391     new_draw_info (0, 0, op, "You withhold your attack");
2392 root 1.11 }
2393 root 1.18 if (op->contr->tmp_invis || op->hide)
2394     make_visible (op);
2395 root 1.11 }
2396 elmex 1.1
2397 root 1.18 /* If the object is a boulder or other rollable object, then
2398     * roll it if not braced. You can't roll it if you are braced.
2399     */
2400     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2401     {
2402     recursive_roll (mon, dir, op);
2403     if (action_makes_visible (op))
2404     make_visible (op);
2405 root 1.11 }
2406    
2407 root 1.18 /* Any generic living creature. Including things like doors.
2408     * Way it works is like this: First, it must have some hit points
2409     * and be living. Then, it must be one of the following:
2410     * 1) Not a player, 2) A player, but of a different party. Note
2411     * that party_number -1 is no party, so attacks can still happen.
2412     */
2413 root 1.11
2414 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2416     {
2417 elmex 1.1
2418 root 1.18 /* If the player hasn't hit something this tick, and does
2419     * so, give them speed boost based on weapon speed. Doing
2420     * it here is better than process_players2, which basically
2421     * incurred a 1 tick offset.
2422     */
2423     if (!op->contr->has_hit)
2424     {
2425     op->speed_left += op->speed / op->contr->weapon_sp;
2426 root 1.11
2427 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 root 1.11 }
2429    
2430 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2431 root 1.11
2432 root 1.18 /* If attacking another player, that player gets automatic
2433     * hitback, and doesn't loose luck either.
2434     * Disable hitback on the battleground or if the target is
2435     * the wiz.
2436     */
2437     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438     {
2439     short luck = mon->stats.luck;
2440    
2441     mon->contr->has_hit = 1;
2442     skill_attack (op, mon, 0, NULL, NULL);
2443     mon->stats.luck = luck;
2444 root 1.11 }
2445 root 1.18 if (action_makes_visible (op))
2446     make_visible (op);
2447 root 1.11 }
2448 root 1.18 } /* if player should attack something */
2449 elmex 1.1 }
2450    
2451 root 1.18 int
2452     move_player (object *op, int dir)
2453     {
2454     int pick;
2455 elmex 1.1
2456 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2457     return 0;
2458 elmex 1.1
2459 root 1.18 /* Sanity check: make sure dir is valid */
2460     if ((dir < 0) || (dir >= 9))
2461     {
2462     LOG (llevError, "move_player: invalid direction %d\n", dir);
2463     return 0;
2464 elmex 1.1 }
2465    
2466 root 1.18 /* peterm: added following line */
2467     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2469    
2470     op->facing = dir;
2471    
2472     if (op->hide)
2473     do_hidden_move (op);
2474    
2475     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2476     /*nop */ ;
2477     else if (op->contr->fire_on)
2478     fire (op, dir);
2479     else
2480     {
2481     move_player_attack (op, dir);
2482     pick = check_pick (op);
2483     }
2484 elmex 1.1
2485 root 1.18 /* Add special check for newcs players and fire on - this way, the
2486     * server can handle repeat firing.
2487     */
2488     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489     {
2490     op->direction = dir;
2491     }
2492     else
2493     {
2494     op->direction = 0;
2495     }
2496     /* Update how the player looks. Use the facing, so direction may
2497     * get reset to zero. This allows for full animation capabilities
2498     * for players.
2499     */
2500     animate_object (op, op->facing);
2501     return 0;
2502 elmex 1.1 }
2503    
2504     /* This is similar to handle_player, below, but is only used by the
2505     * new client/server stuff.
2506     * This is sort of special, in that the new client/server actually uses
2507     * the new speed values for commands.
2508     *
2509     * Returns true if there are more actions we can do.
2510     */
2511 root 1.18 int
2512     handle_newcs_player (object *op)
2513 elmex 1.1 {
2514 root 1.18 if (op->contr->hidden)
2515     {
2516     op->invisible = 1000;
2517     /* the socket code flashes the player visible/invisible
2518     * depending on the value of invisible, so we need to
2519     * alternate it here for it to work correctly.
2520     */
2521     if (pticks & 2)
2522 root 1.11 op->invisible--;
2523 root 1.18 }
2524     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525     {
2526     op->invisible--;
2527     if (!op->invisible)
2528     {
2529     make_visible (op);
2530     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2531 root 1.11 }
2532 elmex 1.1 }
2533    
2534 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2535     {
2536     flee_player (op);
2537     /* If player is still scared, that is his action for this tick */
2538     if (QUERY_FLAG (op, FLAG_SCARED))
2539     {
2540     op->speed_left--;
2541     return 0;
2542 root 1.11 }
2543 elmex 1.1 }
2544    
2545 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2546     * the player object still points to the defunct golem. The code that
2547     * destroys the golem looks correct, and it doesn't always happen, so
2548     * put this in a a workaround to clean up the golem pointer.
2549     */
2550 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2551     op->contr->ranges[range_golem] = 0;
2552 root 1.18
2553     /* call this here - we also will call this in do_ericserver, but
2554     * the players time has been increased when doericserver has been
2555     * called, so we recheck it here.
2556     */
2557 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2558     for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2559     ;
2560    
2561 root 1.18 if (op->speed_left < 0)
2562 elmex 1.1 return 0;
2563    
2564 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2565     {
2566     /* All move commands take 1 tick, at least for now */
2567     op->speed_left--;
2568 elmex 1.1
2569 root 1.18 /* Instead of all the stuff below, let move_player take care
2570     * of it. Also, some of the skill stuff is only put in
2571     * there, as well as the confusion stuff.
2572     */
2573     move_player (op, op->direction);
2574     if (op->speed_left > 0)
2575     return 1;
2576     else
2577 root 1.11 return 0;
2578 root 1.18 }
2579 root 1.41
2580 root 1.18 return 0;
2581     }
2582    
2583     int
2584     save_life (object *op)
2585     {
2586     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2587 elmex 1.1 return 0;
2588 root 1.18
2589 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2590 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2591     {
2592     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2593     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2594 root 1.33
2595 root 1.18 if (op->contr)
2596     esrv_del_item (op->contr, tmp->count);
2597 root 1.33
2598     tmp->destroy ();
2599 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2600 root 1.33
2601 root 1.18 if (op->stats.hp < 0)
2602     op->stats.hp = op->stats.maxhp;
2603 root 1.33
2604 root 1.18 if (op->stats.food < 0)
2605     op->stats.food = 999;
2606 root 1.33
2607 root 1.18 fix_player (op);
2608     return 1;
2609     }
2610 root 1.41
2611 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2612     CLEAR_FLAG (op, FLAG_LIFESAVE);
2613     enter_player_savebed (op); /* bring him home. */
2614     return 0;
2615 elmex 1.1 }
2616    
2617     /* This goes throws the inventory and removes unpaid objects, and puts them
2618     * back in the map (location and map determined by values of env). This
2619     * function will descend into containers. op is the object to start the search
2620     * from.
2621     */
2622 root 1.18 void
2623     remove_unpaid_objects (object *op, object *env)
2624 elmex 1.1 {
2625 root 1.18 object *next;
2626 elmex 1.1
2627 root 1.18 while (op)
2628     {
2629     next = op->below; /* Make sure we have a good value, in case
2630     * we remove object 'op'
2631     */
2632     if (QUERY_FLAG (op, FLAG_UNPAID))
2633     {
2634 root 1.32 op->remove ();
2635 root 1.18 op->x = env->x;
2636     op->y = env->y;
2637     if (env->type == PLAYER)
2638     esrv_del_item (env->contr, op->count);
2639     insert_ob_in_map (op, env->map, NULL, 0);
2640     }
2641     else if (op->inv)
2642     remove_unpaid_objects (op->inv, env);
2643 root 1.41
2644 root 1.18 op = next;
2645 elmex 1.1 }
2646     }
2647    
2648    
2649     /*
2650     * Returns pointer a static string containing gravestone text
2651     * Moved from apply.c to player.c - player.c is what
2652     * actually uses this function. player.c may not be quite the
2653     * best, a misc file for object actions is probably better,
2654     * but there isn't one in the server directory.
2655     */
2656 root 1.18 char *
2657     gravestone_text (object *op)
2658 elmex 1.1 {
2659 root 1.18 static char buf2[MAX_BUF];
2660     char buf[MAX_BUF];
2661     time_t now = time (NULL);
2662    
2663     strcpy (buf2, " R.I.P.\n\n");
2664     if (op->type == PLAYER)
2665     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2666     else
2667     sprintf (buf, "%s\n", &op->name);
2668 root 1.41
2669 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2670     strcat (buf2, buf);
2671     if (op->type == PLAYER)
2672     sprintf (buf, "who was in level %d when killed\n", op->level);
2673     else
2674     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2675 root 1.41
2676 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677     strcat (buf2, buf);
2678     if (op->type == PLAYER)
2679     {
2680     sprintf (buf, "by %s.\n\n", op->contr->killer);
2681     strncat (buf2, " ", 21 - strlen (buf) / 2);
2682     strcat (buf2, buf);
2683     }
2684 root 1.41
2685 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2686     strncat (buf2, " ", 20 - strlen (buf) / 2);
2687     strcat (buf2, buf);
2688 root 1.41
2689 root 1.18 return buf2;
2690 elmex 1.1 }
2691    
2692    
2693    
2694 root 1.18 void
2695     do_some_living (object *op)
2696     {
2697     int last_food = op->stats.food;
2698 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2699     int over_hp, over_sp, over_grace;
2700     int i;
2701     int rate_hp = 1200;
2702     int rate_sp = 2500;
2703     int rate_grace = 2000;
2704     const int max_hp = 1;
2705     const int max_sp = 1;
2706     const int max_grace = 1;
2707    
2708 pippijn 1.17 if (op->contr->outputs_sync)
2709 root 1.18 {
2710     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2711     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2712     flush_output_element (op, &op->contr->outputs[i]);
2713     }
2714    
2715     if (op->contr->state == ST_PLAYING)
2716     {
2717    
2718     /* these next three if clauses make it possible to SLOW DOWN
2719     hp/grace/spellpoint regeneration. */
2720     if (op->contr->gen_hp >= 0)
2721     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2722     else
2723     {
2724     gen_hp = op->stats.maxhp;
2725     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2726     }
2727     if (op->contr->gen_sp >= 0)
2728     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2729     else
2730     {
2731     gen_sp = op->stats.maxsp;
2732     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2733     }
2734     if (op->contr->gen_grace >= 0)
2735     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2736     else
2737     {
2738     gen_grace = op->stats.maxgrace;
2739     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2740     }
2741    
2742     /* Regenerate Spell Points */
2743     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2744     {
2745     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2746     if (op->stats.sp < op->stats.maxsp)
2747     {
2748     op->stats.sp++;
2749     /* dms do not consume food */
2750     if (!QUERY_FLAG (op, FLAG_WIZ))
2751     {
2752     op->stats.food--;
2753     if (op->contr->digestion < 0)
2754     op->stats.food += op->contr->digestion;
2755     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2756     op->stats.food = last_food;
2757     }
2758     }
2759     if (max_sp > 1)
2760     {
2761     over_sp = (gen_sp + 10) / rate_sp;
2762     if (over_sp > 0)
2763     {
2764     if (op->stats.sp < op->stats.maxsp)
2765     {
2766     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2767     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2768     op->stats.sp--;
2769     if (op->stats.sp > op->stats.maxsp)
2770     op->stats.sp = op->stats.maxsp;
2771     }
2772     op->last_sp = 0;
2773     }
2774     else
2775     {
2776     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2777     }
2778     }
2779     else
2780     {
2781     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782     }
2783     }
2784    
2785     /* Regenerate Grace */
2786     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2787     if (--op->last_grace < 0)
2788     {
2789     if (op->stats.grace < op->stats.maxgrace / 2)
2790     op->stats.grace++; /* no penalty in food for regaining grace */
2791     if (max_grace > 1)
2792     {
2793     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2794     if (over_grace > 0)
2795     {
2796     op->stats.sp += over_grace
2797     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2798     op->last_grace = 0;
2799     }
2800     else
2801     {
2802     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2803     }
2804     }
2805     else
2806     {
2807     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2808     }
2809     /* wearing stuff doesn't detract from grace generation. */
2810     }
2811    
2812     /* Regenerate Hit Points */
2813     if (--op->last_heal < 0)
2814     {
2815     if (op->stats.hp < op->stats.maxhp)
2816     {
2817     op->stats.hp++;
2818     /* dms do not consume food */
2819     if (!QUERY_FLAG (op, FLAG_WIZ))
2820     {
2821     op->stats.food--;
2822     if (op->contr->digestion < 0)
2823     op->stats.food += op->contr->digestion;
2824     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2825     op->stats.food = last_food;
2826     }
2827     }
2828     if (max_hp > 1)
2829     {
2830     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2831     if (over_hp > 0)
2832     {
2833     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2834     op->last_heal = 0;
2835     }
2836     else
2837     {
2838     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2839     }
2840     }
2841     else
2842     {
2843     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844     }
2845 root 1.11 }
2846 elmex 1.1
2847 root 1.18 /* Digestion */
2848     if (--op->last_eat < 0)
2849     {
2850     #ifdef COZY_SERVER
2851     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2852     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2853     #else
2854     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2855     #endif
2856    
2857     if (op->contr->gen_hp > 0)
2858     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2859     else
2860     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2861     /* dms do not consume food */
2862     if (!QUERY_FLAG (op, FLAG_WIZ))
2863     op->stats.food--;
2864 root 1.11 }
2865 elmex 1.1 }
2866    
2867 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2868     {
2869     object *tmp, *flesh = NULL;
2870    
2871     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2872     {
2873     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874     {
2875     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2876     {
2877     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2878     manual_apply (op, tmp, 0);
2879     if (op->stats.food >= 0 || op->stats.hp < 0)
2880     break;
2881     }
2882     else if (tmp->type == FLESH)
2883     flesh = tmp;
2884     } /* End if paid for object */
2885     } /* end of for loop */
2886     /* If player is still starving, it means they don't have any food, so
2887     * eat flesh instead.
2888     */
2889     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2890     {
2891     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2892     manual_apply (op, flesh, 0);
2893 root 1.11 }
2894 root 1.18 } /* end if player is starving */
2895 elmex 1.1
2896 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2897     op->stats.food++, op->stats.hp--;
2898 elmex 1.1
2899 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2900     kill_player (op);
2901 elmex 1.1 }
2902    
2903 root 1.18
2904 elmex 1.1
2905     /* If the player should die (lack of hp, food, etc), we call this.
2906     * op is the player in jeopardy. If the player can not be saved (not
2907     * permadeath, no lifesave), this will take care of removing the player
2908     * file.
2909     */
2910 root 1.18 void
2911     kill_player (object *op)
2912 elmex 1.1 {
2913 root 1.18 char buf[MAX_BUF];
2914     int x, y;
2915    
2916     //int i;
2917 root 1.25 maptile *map; /* this is for resurrection */
2918 root 1.18
2919     /* int z;
2920     int num_stats_lose;
2921     int lost_a_stat;
2922     int lose_this_stat;
2923     int this_stat; */
2924     int will_kill_again;
2925     archetype *at;
2926     object *tmp;
2927    
2928     if (save_life (op))
2929     return;
2930    
2931    
2932     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2933     * in cities ONLY!!! It is very important that this doesn't get abused.
2934     * Look at op_on_battleground() for more info --AndreasV
2935     */
2936     if (op_on_battleground (op, &x, &y))
2937     {
2938     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2939     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2940    
2941     /* restore player */
2942 root 1.22 at = archetype::find ("poisoning");
2943 root 1.18 tmp = present_arch_in_ob (at, op);
2944     if (tmp)
2945     {
2946 root 1.33 tmp->destroy ();
2947 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2948     }
2949 elmex 1.1
2950 root 1.22 at = archetype::find ("confusion");
2951 root 1.18 tmp = present_arch_in_ob (at, op);
2952     if (tmp)
2953     {
2954 root 1.33 tmp->destroy ();
2955 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2956     }
2957    
2958     cure_disease (op, 0); /* remove any disease */
2959     op->stats.hp = op->stats.maxhp;
2960     if (op->stats.food <= 0)
2961     op->stats.food = 999;
2962 elmex 1.1
2963 root 1.18 /* create a bodypart-trophy to make the winner happy */
2964 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2965 root 1.18 if (tmp != NULL)
2966     {
2967     sprintf (buf, "%s's finger", &op->name);
2968     tmp->name = buf;
2969     sprintf (buf, " This finger has been cut off %s\n"
2970     " the %s, when he was defeated at\n level %d by %s.\n",
2971     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2972     tmp->msg = buf;
2973     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2974     tmp->materialname = NULL;
2975     tmp->x = op->x, tmp->y = op->y;
2976     insert_ob_in_map (tmp, op->map, op, 0);
2977     }
2978 elmex 1.1
2979 root 1.18 /* teleport defeated player to new destination */
2980     transfer_ob (op, x, y, 0, NULL);
2981     op->contr->braced = 0;
2982     return;
2983 elmex 1.1 }
2984    
2985 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2986 root 1.3
2987 root 1.18 command_kill_pets (op, 0);
2988 elmex 1.1
2989 root 1.18 if (op->stats.food < 0)
2990     {
2991     if (op->contr->explore)
2992     {
2993     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2994     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2995     op->stats.food = 999;
2996     return;
2997 root 1.11 }
2998 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2999     strcpy (op->contr->killer, "starvation");
3000 elmex 1.1 }
3001 root 1.18 else
3002     {
3003     if (op->contr->explore)
3004     {
3005     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3006     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3007     op->stats.hp = op->stats.maxhp;
3008     return;
3009 root 1.11 }
3010 root 1.18 sprintf (buf, "%s died.", &op->name);
3011 elmex 1.1 }
3012 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3013 elmex 1.1
3014 root 1.18 /* save the map location for corpse, gravestone */
3015     x = op->x;
3016     y = op->y;
3017     map = op->map;
3018 elmex 1.1
3019    
3020 root 1.18 if (settings.not_permadeth == TRUE)
3021     {
3022     /* NOT_PERMADEATH code. This basically brings the character back to
3023     * life if they are dead - it takes some exp and a random stat.
3024     * See the config.h file for a little more in depth detail about this.
3025     */
3026 root 1.11
3027 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3028     * make it depletion. This bunch of code deals with that aspect
3029     * of death.
3030     */
3031 elmex 1.1 #ifndef COZY_SERVER
3032 root 1.18 if (settings.balanced_stat_loss)
3033     {
3034     /* If stat loss is permanent, lose one stat only. */
3035     /* Lower level chars don't lose as many stats because they suffer
3036     more if they do. */
3037     /* Higher level characters can afford things such as potions of
3038     restoration, or better, stat potions. So we slug them that
3039     little bit harder. */
3040     /* GD */
3041     if (settings.stat_loss_on_death)
3042 root 1.11 num_stats_lose = 1;
3043 root 1.18 else
3044     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3045     }
3046     else
3047     {
3048     num_stats_lose = 1;
3049 root 1.11 }
3050 root 1.18 lost_a_stat = 0;
3051 root 1.11
3052 root 1.18 for (z = 0; z < num_stats_lose; z++)
3053     {
3054     i = RANDOM () % NUM_STATS;
3055 root 1.11
3056 root 1.18 if (settings.stat_loss_on_death)
3057     {
3058     /* Pick a random stat and take a point off it. Tell the player
3059     * what he lost.
3060     */
3061     change_attr_value (&(op->stats), i, -1);
3062     check_stat_bounds (&(op->stats));
3063     change_attr_value (&(op->contr->orig_stats), i, -1);
3064     check_stat_bounds (&(op->contr->orig_stats));
3065     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3066     lost_a_stat = 1;
3067     }
3068     else
3069     {
3070     /* deplete a stat */
3071 root 1.22 archetype *deparch = archetype::find ("depletion");
3072 root 1.18 object *dep;
3073    
3074     dep = present_arch_in_ob (deparch, op);
3075     if (!dep)
3076     {
3077     dep = arch_to_object (deparch);
3078     insert_ob_in_ob (dep, op);
3079     }
3080     lose_this_stat = 1;
3081     if (settings.balanced_stat_loss)
3082     {
3083     /* GD */
3084     /* Get the stat that we're about to deplete. */
3085     this_stat = get_attr_value (&(dep->stats), i);
3086     if (this_stat < 0)
3087     {
3088     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3089     int keep_chance = this_stat * this_stat;
3090    
3091     /* Yes, I am paranoid. Sue me. */
3092     if (keep_chance < 1)
3093     keep_chance = 1;
3094    
3095     /* There is a maximum depletion total per level. */
3096     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097     {
3098     lose_this_stat = 0;
3099     /* Take loss chance vs keep chance to see if we
3100     retain the stat. */
3101     }
3102     else
3103     {
3104     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3105 root 1.11 lose_this_stat = 0;
3106 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3107     this_stat, keep_chance, loss_chance,
3108     lose_this_stat?"LOSE":"KEEP"); */
3109 root 1.11 }
3110     }
3111     }
3112 root 1.18
3113     if (lose_this_stat)
3114     {
3115     this_stat = get_attr_value (&(dep->stats), i);
3116     /* We could try to do something clever like find another
3117     * stat to reduce if this fails. But chances are, if
3118     * stats have been depleted to -50, all are pretty low
3119     * and should be roughly the same, so it shouldn't make a
3120     * difference.
3121     */
3122     if (this_stat >= -50)
3123     {
3124     change_attr_value (&(dep->stats), i, -1);
3125     SET_FLAG (dep, FLAG_APPLIED);
3126     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3127     fix_player (op);
3128     lost_a_stat = 1;
3129 root 1.11 }
3130     }
3131     }
3132     }
3133 root 1.18 /* If no stat lost, tell the player. */
3134     if (!lost_a_stat)
3135     {
3136     /* determine_god() seems to not work sometimes... why is this?
3137     Should I be using something else? GD */
3138     const char *god = determine_god (op);
3139    
3140     if (god && (strcmp (god, "none")))
3141 root 1.28 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3142 root 1.18 else
3143 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3144 root 1.18 }
3145 root 1.28 #else
3146     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3147 elmex 1.1 #endif
3148    
3149 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3150     * exp loss on the stone.
3151     */
3152 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3153 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3154     tmp->name = buf;
3155     sprintf (buf, "%s's gravestones", &op->name);
3156     tmp->name_pl = buf;
3157     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3158     tmp->msg = buf;
3159     tmp->x = op->x, tmp->y = op->y;
3160     insert_ob_in_map (tmp, op->map, NULL, 0);
3161 root 1.11
3162 root 1.28 /**************************************/
3163 root 1.18 /* */
3164     /* Subtract the experience points, */
3165     /* if we died cause of food, give us */
3166     /* food, and reset HP's... */
3167     /* */
3168 root 1.28 /**************************************/
3169 root 1.11
3170 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3171     /* restore player */
3172 root 1.22 at = archetype::find ("poisoning");
3173 root 1.18 tmp = present_arch_in_ob (at, op);
3174 root 1.33
3175 root 1.18 if (tmp)
3176     {
3177 root 1.33 tmp->destroy ();
3178 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3179     }
3180    
3181 root 1.22 at = archetype::find ("confusion");
3182 root 1.18 tmp = present_arch_in_ob (at, op);
3183     if (tmp)
3184     {
3185 root 1.33 tmp->destroy ();
3186 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3187     }
3188 root 1.28
3189 root 1.18 cure_disease (op, 0); /* remove any disease */
3190    
3191     /*add_exp(op, (op->stats.exp * -0.20)); */
3192     apply_death_exp_penalty (op);
3193     if (op->stats.food < 100)
3194     op->stats.food = 900;
3195     op->stats.hp = op->stats.maxhp;
3196     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3197     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3198    
3199     /*
3200     * Check to see if the player is in a shop. IF so, then check to see if
3201     * the player has any unpaid items. If so, remove them and put them back
3202     * in the map.
3203     */
3204 root 1.11
3205 root 1.18 if (is_in_shop (op))
3206     remove_unpaid_objects (op->inv, op);
3207 elmex 1.1
3208 root 1.28 /****************************************/
3209 root 1.18 /* */
3210     /* Move player to his current respawn- */
3211     /* position (usually last savebed) */
3212     /* */
3213 root 1.28 /****************************************/
3214 root 1.11
3215 root 1.18 enter_player_savebed (op);
3216    
3217     /* Save the player before inserting the force to reduce
3218     * chance of abuse.
3219     */
3220     op->contr->braced = 0;
3221     save_player (op, 1);
3222    
3223     /* it is possible that the player has blown something up
3224     * at his savebed location, and that can have long lasting
3225     * spell effects. So first see if there is a spell effect
3226     * on the space that might harm the player.
3227     */
3228     will_kill_again = 0;
3229     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3230 root 1.28 if (tmp->type == SPELL_EFFECT)
3231     will_kill_again |= tmp->attacktype;
3232    
3233 root 1.18 if (will_kill_again)
3234     {
3235     object *force;
3236     int at;
3237 root 1.11
3238 root 1.18 force = get_archetype (FORCE_NAME);
3239     /* 50 ticks should be enough time for the spell to abate */
3240     force->speed = 0.1;
3241     force->speed_left = -5.0;
3242     SET_FLAG (force, FLAG_APPLIED);
3243     for (at = 0; at < NROFATTACKS; at++)
3244 root 1.28 if (will_kill_again & (1 << at))
3245     force->resist[at] = 100;
3246    
3247 root 1.18 insert_ob_in_ob (force, op);
3248     fix_player (op);
3249 elmex 1.1
3250 root 1.11 }
3251 root 1.18
3252     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3253     return;
3254     } /* NOT_PERMADETH */
3255     else
3256     {
3257     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3258     * should probably be embedded in an else statement.
3259     */
3260    
3261     op->contr->party = NULL;
3262     if (settings.set_title == TRUE)
3263     op->contr->own_title[0] = '\0';
3264     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3265     check_score (op);
3266 root 1.30
3267     if (op->contr->ranges[range_golem])
3268 root 1.18 {
3269     remove_friendly_object (op->contr->ranges[range_golem]);
3270 root 1.33 op->contr->ranges[range_golem]->destroy ();
3271 root 1.30 op->contr->ranges[range_golem] = 0;
3272 root 1.18 }
3273 root 1.30
3274 root 1.18 loot_object (op); /* Remove some of the items for good */
3275 root 1.32 op->remove ();
3276 root 1.18 op->direction = 0;
3277    
3278     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3279     {
3280     delete_character (op->name, 0);
3281     if (settings.resurrection == TRUE)
3282     {
3283     /* save playerfile sans equipment when player dies
3284     ** then save it as player.pl.dead so that future resurrection
3285     ** type spells will work on them nicely
3286     */
3287     delete_character (op->name, 0);
3288     op->stats.hp = op->stats.maxhp;
3289     op->stats.food = 999;
3290    
3291     /* set the location of where the person will reappear when */
3292     /* maybe resurrection code should fix map also */
3293     strcpy (op->contr->maplevel, settings.emergency_mapname);
3294     if (op->map != NULL)
3295     op->map = NULL;
3296     op->x = settings.emergency_x;
3297     op->y = settings.emergency_y;
3298     save_player (op, 0);
3299     op->map = map;
3300     /* please see resurrection.c: peterm */
3301     dead_player (op);
3302     }
3303     else
3304 root 1.19 delete_character (op->name, 1);
3305 root 1.18 }
3306 root 1.19
3307 root 1.18 play_again (op);
3308 root 1.11
3309 root 1.18 /* peterm: added to create a corpse at deathsite. */
3310 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3311 root 1.18 sprintf (buf, "%s", &op->name);
3312     tmp->name = tmp->name_pl = buf;
3313     tmp->level = op->level;
3314     tmp->x = x;
3315     tmp->y = y;
3316     tmp->msg = gravestone_text (op);
3317     SET_FLAG (tmp, FLAG_UNIQUE);
3318     insert_ob_in_map (tmp, map, NULL, 0);
3319 elmex 1.1 }
3320     }
3321    
3322    
3323 root 1.18 void
3324     loot_object (object *op)
3325     { /* Grab and destroy some treasure */
3326     object *tmp, *tmp2, *next;
3327 elmex 1.1
3328 root 1.18 if (op->container)
3329     { /* close open sack first */
3330 elmex 1.1 esrv_apply_container (op, op->container);
3331 root 1.18 }
3332 elmex 1.1
3333 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3334     {
3335     next = tmp->below;
3336     if (tmp->type == EXPERIENCE || tmp->invisible)
3337     continue;
3338 root 1.32 tmp->remove ();
3339 root 1.18 tmp->x = op->x, tmp->y = op->y;
3340     if (tmp->type == CONTAINER)
3341     { /* empty container to ground */
3342     loot_object (tmp);
3343     }
3344     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3345     {
3346     if (tmp->nrof > 1)
3347     {
3348     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3349 root 1.33 tmp2->destroy ();
3350 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3351     }
3352     else
3353 root 1.33 tmp->destroy ();
3354 root 1.18 }
3355     else
3356     insert_ob_in_map (tmp, op->map, NULL, 0);
3357     }
3358 elmex 1.1 }
3359    
3360     /*
3361     * fix_weight(): Check recursively the weight of all players, and fix
3362     * what needs to be fixed. Refresh windows and fix speed if anything
3363     * was changed.
3364     */
3365    
3366 root 1.18 void
3367     fix_weight (void)
3368     {
3369 elmex 1.1 player *pl;
3370 root 1.18
3371     for (pl = first_player; pl != NULL; pl = pl->next)
3372     {
3373     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3374    
3375     if (old == sum)
3376     continue;
3377     fix_player (pl->ob);
3378     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3379     }
3380 elmex 1.1 }
3381    
3382 root 1.18 void
3383     fix_luck (void)
3384     {
3385 elmex 1.1 player *pl;
3386 root 1.18
3387 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3388     if (!pl->ob->contr->state)
3389 root 1.18 change_luck (pl->ob, 0);
3390 elmex 1.1 }
3391    
3392    
3393     /* cast_dust() - handles op throwing objects of type 'DUST'.
3394     * This is much simpler in the new spell code - we basically
3395     * just treat this as any other spell casting object.
3396     */
3397    
3398 elmex 1.2 void
3399 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3400 elmex 1.2 {
3401     object *skop, *spob;
3402    
3403     skop = find_skill_by_name (op, throw_ob->skill);
3404    
3405     /* casting POTION 'dusts' is really a use_magic_item skill */
3406     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3407     {
3408 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3409 elmex 1.2 return;
3410     }
3411    
3412     spob = throw_ob->inv;
3413    
3414     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3415     // not pass NULL to cast_spell (which did indeed check itself, but
3416     // errors should be reported as early as possible IMHO)
3417     if (!spob)
3418     {
3419 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3420 elmex 1.2 return;
3421 elmex 1.1 }
3422    
3423 elmex 1.2 if (op->type == PLAYER)
3424 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3425 elmex 1.2
3426     cast_spell (op, throw_ob, dir, spob, NULL);
3427    
3428 root 1.33 throw_ob->destroy ();
3429 elmex 1.1 }
3430    
3431 root 1.18 void
3432     make_visible (object *op)
3433     {
3434     op->hide = 0;
3435     op->invisible = 0;
3436     if (op->type == PLAYER)
3437     {
3438     op->contr->tmp_invis = 0;
3439     op->contr->invis_race = 0;
3440     }
3441     update_object (op, UP_OBJ_FACE);
3442     }
3443    
3444     int
3445     is_true_undead (object *op)
3446     {
3447     object *tmp = NULL;
3448    
3449     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3450     return 1;
3451    
3452     if (op->type == PLAYER)
3453     for (tmp = op->inv; tmp; tmp = tmp->below)
3454     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3455     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3456     return 1;
3457 elmex 1.1 return 0;
3458     }
3459    
3460     /* look at the surrounding terrain to determine
3461     * the hideability of this object. Positive levels
3462     * indicate greater hideability.
3463     */
3464    
3465 root 1.18 int
3466     hideability (object *ob)
3467     {
3468     int i, level = 0, mflag;
3469     sint16 x, y;
3470    
3471     if (!ob || !ob->map)
3472     return 0;
3473    
3474     /* so, on normal lighted maps, its hard to hide */
3475     level = ob->map->darkness - 2;
3476    
3477     /* this also picks up whether the object is glowing.
3478     * If you carry a light on a non-dark map, its not
3479     * as bad as carrying a light on a pitch dark map */
3480     if (has_carried_lights (ob))
3481     level = -(10 + (2 * ob->map->darkness));
3482    
3483     /* scan through all nearby squares for terrain to hide in */
3484     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3485     {
3486     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3487     if (mflag & P_OUT_OF_MAP)
3488     {
3489     continue;
3490     }
3491     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3492     level += 2;
3493     else /* open terrain! */
3494     level -= 1;
3495 elmex 1.1 }
3496 root 1.18
3497 elmex 1.1 #if 0
3498 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3499 elmex 1.1 #endif
3500 root 1.18 return level;
3501 elmex 1.1 }
3502    
3503     /* For Hidden creatures - a chance of becoming 'unhidden'
3504     * every time they move - as we subtract off 'invisibility'
3505     * AND, for players, if they move into a ridiculously unhideable
3506     * spot (surrounded by clear terrain in broad daylight). -b.t.
3507     */
3508    
3509 root 1.18 void
3510     do_hidden_move (object *op)
3511     {
3512     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3513     object *skop;
3514    
3515     if (!op || !op->map)
3516     return;
3517    
3518     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3519    
3520     /* its *extremely* hard to run and sneak/hide at the same time! */
3521     if (op->type == PLAYER && op->contr->run_on)
3522     {
3523     if (!skop || num >= skop->level)
3524     {
3525     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3526     make_visible (op);
3527     return;
3528     }
3529     else
3530     num += 20;
3531 elmex 1.1 }
3532 root 1.18 num += op->map->difficulty;
3533     hide = hideability (op); /* modify by terrain hidden level */
3534     num -= hide;
3535     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3536     {
3537     make_visible (op);
3538     if (op->type == PLAYER)
3539     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3540 elmex 1.1 }
3541 root 1.18 else if (op->type == PLAYER && skop)
3542     {
3543     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3544 elmex 1.1 }
3545     }
3546    
3547     /* determine if who is standing near a hostile creature. */
3548    
3549 root 1.18 int
3550     stand_near_hostile (object *who)
3551     {
3552     object *tmp = NULL;
3553     int i, friendly = 0, player = 0, mflags;
3554 root 1.25 maptile *m;
3555 root 1.18 sint16 x, y;
3556    
3557     if (!who)
3558     return 0;
3559    
3560     if (who->type == PLAYER)
3561     player = 1;
3562    
3563     else
3564     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3565    
3566     /* search adjacent squares */
3567     for (i = 1; i < 9; i++)
3568     {
3569     x = who->x + freearr_x[i];
3570     y = who->y + freearr_y[i];
3571     m = who->map;
3572     mflags = get_map_flags (m, &m, x, y, &x, &y);
3573     /* space must be blocked if there is a monster. If not
3574     * blocked, don't need to check this space.
3575     */
3576     if (mflags & P_OUT_OF_MAP)
3577     continue;
3578     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3579     continue;
3580    
3581     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3582     {
3583     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3584     return 1;
3585     else if (tmp->type == PLAYER)
3586     {
3587     /*don't let a hidden DM prevent you from hiding */
3588     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3589 root 1.11 return 1;
3590 root 1.18 }
3591 root 1.11 }
3592 elmex 1.1 }
3593 root 1.18 return 0;
3594 elmex 1.1 }
3595    
3596     /* check the player los field for viewability of the
3597     * object op. This function works fine for monsters,
3598     * but we dont worry if the object isnt the top one in
3599     * a pile (say a coin under a table would return "viewable"
3600     * by this routine). Another question, should we be
3601     * concerned with the direction the player is looking
3602     * in? Realistically, most of use cant see stuff behind
3603     * our backs...on the other hand, does the "facing" direction
3604     * imply the way your head, or body is facing? Its possible
3605     * for them to differ. Sigh, this fctn could get a bit more complex.
3606     * -b.t.
3607     * This function is now map tiling safe.
3608     */
3609    
3610 root 1.18 int
3611     player_can_view (object *pl, object *op)
3612     {
3613     rv_vector rv;
3614     int dx, dy;
3615    
3616     if (pl->type != PLAYER)
3617     {
3618     LOG (llevError, "player_can_view() called for non-player object\n");
3619     return -1;
3620 elmex 1.1 }
3621 root 1.18 if (!pl || !op)
3622 elmex 1.1 return 0;
3623 root 1.18
3624     if (op->head)
3625     {
3626     op = op->head;
3627     }
3628     get_rangevector (pl, op, &rv, 0x1);
3629    
3630     /* starting with the 'head' part, lets loop
3631     * through the object and find if it has any
3632     * part that is in the los array but isnt on
3633     * a blocked los square.
3634     * we use the archetype to figure out offsets.
3635     */
3636     while (op)
3637     {
3638     dx = rv.distance_x + op->arch->clone.x;
3639     dy = rv.distance_y + op->arch->clone.y;
3640    
3641     /* only the viewable area the player sees is updated by LOS
3642     * code, so we need to restrict ourselves to that range of values
3643     * for any meaningful values.
3644     */
3645 root 1.38 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3646     FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3647     !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3648 root 1.18 return 1;
3649     op = op->more;
3650     }
3651     return 0;
3652 elmex 1.1 }
3653    
3654     /* routine for both players and monsters. We call this when
3655     * there is a possibility for our action distrubing our hiding
3656     * place or invisiblity spell. Artefact invisiblity is not
3657     * effected by this. If we arent invisible to begin with, we
3658     * return 0.
3659     */
3660 root 1.18 int
3661     action_makes_visible (object *op)
3662     {
3663    
3664     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3665     {
3666     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3667     return 0;
3668    
3669     if (op->contr && op->contr->tmp_invis == 0)
3670     return 0;
3671 elmex 1.1
3672 root 1.18 /* If monsters, they should become visible */
3673     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3674     {
3675     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3676     return 1;
3677 root 1.11 }
3678 elmex 1.1 }
3679 root 1.18 return 0;
3680 elmex 1.1 }
3681    
3682     /* op_on_battleground - checks if the given object op (usually
3683     * a player) is standing on a valid battleground-tile,
3684     * function returns TRUE/FALSE. If true x, y returns the battleground
3685     * -exit-coord. (and if x, y not NULL)
3686     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3687     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3688     * Default is to do the same as before, so only people wanting to have different points need worry about this
3689     */
3690 root 1.18 int
3691     op_on_battleground (object *op, int *x, int *y)
3692     {
3693 elmex 1.1 object *tmp;
3694 root 1.18
3695 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3696     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3697     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3698     * and the exit-coordinates sp/hp must both be > 0.
3699     * => The intention here is to prevent abuse of the battleground-
3700     * feature (like pickable or hidden battleground tiles). */
3701 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3702     {
3703     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3704     {
3705     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3706     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3707     {
3708     /*before we assign the exit, check if this is a teambattle */
3709     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3710     {
3711     object *invtmp;
3712    
3713     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3714     {
3715     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3716     {
3717     if (x != NULL && y != NULL)
3718     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3719     return 1;
3720     }
3721     }
3722     }
3723     if (x != NULL && y != NULL)
3724     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3725     return 1;
3726     }
3727     }
3728 elmex 1.1 }
3729     /* If we got here, did not find a battleground */
3730     return 0;
3731     }
3732    
3733     /*
3734     * When a dragon-player gains a new stage of evolution,
3735     * he gets some treasure
3736     *
3737     * attributes:
3738     * object *who the dragon player
3739     * int atnr the attack-number of the ability focus
3740     * int level ability level
3741     */
3742 root 1.18 void
3743     dragon_ability_gain (object *who, int atnr, int level)
3744     {
3745     treasurelist *trlist = NULL; /* treasurelist */
3746     treasure *tr; /* treasure */
3747     object *tmp, *skop; /* tmp. object */
3748     object *item; /* treasure object */
3749     char buf[MAX_BUF]; /* tmp. string buffer */
3750     int i = 0, j = 0;
3751    
3752     /* get the appropriate treasurelist */
3753     if (atnr == ATNR_FIRE)
3754     trlist = find_treasurelist ("dragon_ability_fire");
3755     else if (atnr == ATNR_COLD)
3756     trlist = find_treasurelist ("dragon_ability_cold");
3757     else if (atnr == ATNR_ELECTRICITY)
3758     trlist = find_treasurelist ("dragon_ability_elec");
3759     else if (atnr == ATNR_POISON)
3760     trlist = find_treasurelist ("dragon_ability_poison");
3761    
3762     if (trlist == NULL || who->type != PLAYER)
3763     return;
3764    
3765     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3766    
3767     if (tr == NULL || tr->item == NULL)
3768     {
3769     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3770     return;
3771 elmex 1.1 }
3772    
3773 root 1.18 /* everything seems okay - now bring on the gift: */
3774     item = &(tr->item->clone);
3775 elmex 1.1
3776 root 1.18 if (item->type == SPELL)
3777     {
3778     if (check_spell_known (who, item->name))
3779 root 1.11 return;
3780 root 1.18
3781     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3782     do_learn_spell (who, item, 0);
3783     return;
3784 elmex 1.1 }
3785    
3786 root 1.18 /* grant direct spell */
3787     if (item->type == SPELLBOOK)
3788     {
3789     if (!item->inv)
3790     {
3791     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3792     return;
3793     }
3794     if (check_spell_known (who, item->inv->name))
3795     return;
3796     if (item->invisible)
3797     {
3798     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3799     do_learn_spell (who, item->inv, 0);
3800     return;
3801 root 1.11 }
3802 root 1.18 }
3803     else if (item->type == SKILL_TOOL && item->invisible)
3804     {
3805     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3806     {
3807    
3808     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3809     * in this way, if the player is missing any of the attacktypes, he gets
3810     * them. As it is now, if the player has any that match the granted skill,
3811     * but not all of them, he gets nothing.
3812     */
3813     if (!(skop->attacktype & item->attacktype))
3814     {
3815     /* Give new attacktype */
3816     skop->attacktype |= item->attacktype;
3817    
3818     /* always add physical if there's none */
3819     skop->attacktype |= AT_PHYSICAL;
3820    
3821     if (item->msg != NULL)
3822     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3823    
3824     /* Give player new face */
3825     if (item->animation_id)
3826     {
3827     who->face = skop->face;
3828     who->animation_id = item->animation_id;
3829     who->anim_speed = item->anim_speed;
3830     who->last_anim = 0;
3831     who->state = 0;
3832     animate_object (who, who->direction);
3833     }
3834     }
3835 root 1.11 }
3836 elmex 1.1 }
3837 root 1.18 else if (item->type == FORCE)
3838     {
3839     /* forces in the treasurelist can alter the player's stats */
3840     object *skin;
3841 elmex 1.1
3842 root 1.18 /* first get the dragon skin force */
3843     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3844     if (skin == NULL)
3845     return;
3846    
3847     /* adding new spellpath attunements */
3848     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3849     {
3850     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3851    
3852     /* print message */
3853     sprintf (buf, "You feel attuned to ");
3854     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3855     {
3856     if (item->path_attuned & (1 << i))
3857     {
3858     if (j)
3859     strcat (buf, " and ");
3860     else
3861     j = 1;
3862     strcat (buf, spellpathnames[i]);
3863     }
3864     }
3865     strcat (buf, ".");
3866     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3867     }
3868    
3869     /* evtl. adding flags: */
3870     if (QUERY_FLAG (item, FLAG_XRAYS))
3871     SET_FLAG (skin, FLAG_XRAYS);
3872     if (QUERY_FLAG (item, FLAG_STEALTH))
3873     SET_FLAG (skin, FLAG_STEALTH);
3874     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3875     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3876    
3877     /* print message if there is one */
3878     if (item->msg != NULL)
3879     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3880     }
3881     else
3882     {
3883     /* generate misc. treasure */
3884     tmp = arch_to_object (tr->item);
3885     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3886     tmp = insert_ob_in_ob (tmp, who);
3887     if (who->type == PLAYER)
3888     esrv_send_item (who, tmp);
3889 elmex 1.1 }
3890     }
3891    
3892     /**
3893     * Unready an object for a player. This function does nothing if the object was
3894     * not readied.
3895     */
3896 root 1.18 void
3897     player_unready_range_ob (player *pl, object *ob)
3898     {
3899     rangetype i;
3900 elmex 1.1
3901 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3902     {
3903     if (pl->ranges[i] == ob)
3904     {
3905     pl->ranges[i] = NULL;
3906     if (pl->shoottype == i)
3907     {
3908     pl->shoottype = range_none;
3909 elmex 1.1 }
3910     }
3911     }
3912     }